Camera position and angle went through many iterations before hitting the ‘sweet spot’ where the read of the game board and charm of the characters were both strong and clean. Scale of various elements played an important part of this process.
This was built around special enemies in the game that could be captured and collected (big guys with hats).The enemies in the collection recharge special powers or even unlock new powers for the player. This opened up interesting choices in between levels as players focused on ‘outfitting’ their character with powers from their collection while strategizing how to recharge them during gameplay.
Simple shapes of the little villains echoed the ball-like physics gameplay. The cute/tiny/colorful enemies tended to be very nefarious and still were light, funny, not-to-serious. As play progressed the colorful lush world transitioned gradually into a grim and gritty place as the player moved closer and closer to the hub of the enemy. More fire, smoke, destruction, industrialization.
Allan is a top tier talent, in design direction and art. His level of experience in games is a massive help in defining a project from start to finish. Allan is a natural leader, extremely talented in design and art, and picks up tools quickly so he can test assets in game independently. His actions set an example for the rest of his team. I highly recommend Allan, he is a very rare talent that will elevate any organization he joins.
I've worked with Allan on different projects at different studios and I've always been impressed by his versatile skillsets at a project level (design, visuals, UX) as well as his ability to manage and lead creative groups with amazing culture and collaboration. Top notch pro! Highly recommend working with him if you have the chance. Your studio and products will benefit.