Andrew Teo
I am an experienced Singaporean artist working in the games industry.
I have worked with well-known IPs such as Disney, Adventure Time and One Piece.
CG Artist Portfolio
DISNEY
This was a game project undertaken by the studio I work for, RedEye Studios, in conjunction with GoGame and Disney. Early in production I was tasked with concept art. One of the initial ideas for the game was that it took place in a digital world, so I made the environment look slightly blocky.
Later in production, I had to work with both Disney and GoGame's Malaysia branch. The game was on phones, with a top-down camera view, so the decision was made to stylize the characters so that they would be distinguishable at a small size. I had to create model sheets of the various characters showing the altered proportions. They would then be sent to both Disney for approval, and to GoGame Malaysia, which would build the 3D models based on my model sheets. In this example, I made the decision to exaggerate Pumbaa's tusks, as he would be using those tusks to fight enemies in the game.
FOOD ICONS FOR ONE PIECE: BOUNTY RUSH
This was a game project undertaken by the studio I work for, RedEye Studios, in conjunction with GoGame, SEGA, Bandai Namco and Shueisha (owner of the One Piece IP). This game had a feature called 'Sanji's Kitchen' where the player is able to cook a wide variety of dishes. I was in charge of coming up with the visuals for these dishes.
ONE PIECE: BOUNTY RUSH was the first project where I was given a team of interns to manage. The interns would come to me with rough sketches and I would train them by giving them notes on how to improve their art.
ADVENTURE TIME: HEROES
This was a game project undertaken by the studio I work for, RedEye Studios, in conjunction with GoGame and Turner (owner of the Adventure Time IP). I created literally hundreds of 3D environment assets for this project and worked with a team in Vietnam.
The challenge of this project was not only the sheer number of 3D models that needed to be created, but how to fit them all into the game as well. In order to reduce the number of drawcalls, every single model's texture had to be fit into massive atlases. It was a real challenge to optimize texture space, one that required clever use of modularity and repetition.
GHOSTLORE
Ghostlore is a personal game project that I work on in my free time. It is an action-RPG based on folklore in Singapore and Southeast Asia. It is a two-person project, I am responsible for all the art such as map art, character art, vfx and animation. The other person is a programmer.
The project has gotten media coverage from several outlets, such as PCGamer, Channel News Asia, and AsiaOne.
It has been streamed by popular streamers such as RetroMation and Wanderbots.
Check it out on Steam here: https://store.steampowered.com/app/1783280/Ghostlore/
3D CHARACTER MODELS FOR GAZIA GAMES
BACKGROUND ART FOR MONSTER CHRONICLES, A MOBILE GAME BY DELTA DUCK STUDIOS
PERSONAL WORK
PERSONAL WORK
PERSONAL WORK
3D CREATURE MODEL FOR REELBLADE, AN SUTD GAMELAB PROTOTYPE
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