Tokyo’s Neon Monsters is an independent project I created in collaboration with Craig Paul Green — a talented programmer and game designer.
Together, we handled every aspect of the game's development, from concept to execution.
My role focused on crafting the entire visual identity of the project, designing characters, rigging and animating them, creating textures, environments, user interfaces, and more.
After six months of working in our spare time, we developed a fully playable demo with 45 minutes of gameplay, packed with features and surprises.
For the environments of the game, I created hundreds of modular assets that can be arranged like Lego pieces to create an infinite variety of layouts, including tiny houses, streets, sidewalks, crosswalks, neon signs and more.
To achieve a dynamic and quick way to work, I ingest all the models into Houdini, where I name them, scale them, zero out their positions and export them ready to be implemented in Unity.
Like in any independent production, the developers need to wear many hats. In this case I also created the music for the game. Have a listen!
I designed, modelled, textured, rigged optimized and animated all the characters of the game.
They where carefully designed to accommodate the needs of the projects. Some characters have separated parts that can be hidden to simulate Evolutions when revealed, others have more complex animations such as running, attacking and more. Our biggest goal was to create a cast of memorable characters that gave weight to the universe of the game.