Identity for Batman: Arkham Underworld
Our first mobile title, a DC Comics themed base-builder, entered the player into the seedy underworld (hence the title) of the Gotham City crime scene.
Since the game put the player in control of the villain, I wanted to show them in a place of power instead of on the street. In these key art concepts (which were used for most of the beta for loading screens and marketing art), villains are answering to a central boss from a seat of comfort that overlooks a Gotham City in crisis.
(above) I posed the models of Harley and Two-face in Maya; created the office from heavily modified stock photos and textures, and placed a modified version of Gotham City, creating a dark, rainy night with a city of fire.
(above) These were created by an agency using my direction and original keyart.
(Above Left) I created a composite of existing villains into the city.
(Above Right) Another agency created piece based on my original concepts.
(Above) I adapted my villain composite to meet the requirements for use in the App Store.
(Above) Some of the many icons I created.
After a lot of testing, this first icon was chosen as the base app icon for the game. The following were adapted to support game updates.
(From left to right: Base icon; WayneTech Update; Bane Update; Two-Face Update)
(Above) Updated app store images I created to support game updates that featured the villains Bane and Two-Face.
(Above) Two of the MANY in-game interstitials that I created to promote sales. The sales were based on player behavior and had to accommodate hundreds of offer variations in 11 different languages.