I acted as Lead Artist during the development of the "Boss Mines" update for Dig That Gold. The update would introduce bespoke boss puzzles with hand placed decoration assets on top of the existing level layouts.
This was a true team effort. and shown here is the combined work of Myself, Robert Procter, Sarah Wright and the rest of the studio. My responsibilities meant hiring and managing contract artists and animators, working with other teams to design level editing systems, and developing reusable modular environment assets.
Within the asset pipeline I handled: Most, if not all 3d modelling; Baked texture setup; Final texture pass; All VFX, and environment animation.