Dig That Gold - Boss Mines
Some Boss assets in a level.
Contains art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

Some Boss assets in a level.
Contains art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

In game screenshot with art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

In game screenshot with art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

Early sketches to find what kind of props and mechanics would be used to give the levels a different feel from the rest of the game.

Early sketches to find what kind of props and mechanics would be used to give the levels a different feel from the rest of the game.

This was an early concept to explore how the decorations and mechanics would be implemented on top of a normal mine level.

This was an early concept to explore how the decorations and mechanics would be implemented on top of a normal mine level.

Blocking out decoration assets and creating a paintover to guide texturing and look.

Blocking out decoration assets and creating a paintover to guide texturing and look.

In game screenshot with art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

In game screenshot with art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

In game screenshot with art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

In game screenshot with art by myself, Robert Procter, Sarah Wright, and shaders by Ryan Webb

Ryan Webb and I created new shaders to allow us to reuse tiling environment textures across assets with no lighting. Lighting was baked to a separate texture for each asset.

Ryan Webb and I created new shaders to allow us to reuse tiling environment textures across assets with no lighting. Lighting was baked to a separate texture for each asset.

Dig That Gold - Boss Mines

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.

More artwork
Ian maclure as dtg secretmine iconIan maclure as dtg supplycrates icon