Sparkball - Style Re-work (Kana + Jet)

Sparkball's Style re-work which doubled as a  Key Visual. I worked on Kana and Jet, while Robyn Lau completed Inksy, and Ramil Sunga rendered the background.

Sparkball's Style re-work which doubled as a Key Visual. I worked on Kana and Jet, while Robyn Lau completed Inksy, and Ramil Sunga rendered the background.

Kana's new individual Splash Art, done by me.

Kana's new individual Splash Art, done by me.

Jet's new individual Splash Art, done by me.

Jet's new individual Splash Art, done by me.

Style explorations I did of Jet and Kana, before we started on the Splash.

Style explorations I did of Jet and Kana, before we started on the Splash.

Paintovers on the working model I did for Ramil Sunga.

Paintovers on the working model I did for Ramil Sunga.

Final Anime-inspired model of Kana done by Ramil Sunga

Final Anime-inspired model of Kana done by Ramil Sunga

Final Anime-inspired model of Kana done by Ramil Sunga

Final Anime-inspired model of Kana done by Ramil Sunga

Final Anime-inspired model of Kana done by Ramil Sunga

Final Anime-inspired model of Kana done by Ramil Sunga

Sparkball - Style Re-work (Kana + Jet)

More recently, we decided to pivot Sparkball toward a simplified, anime-inspired style. I led a small visual development team, including Ramil Sunga and Robyn Lau, to explore this new direction. We landed on a hybrid approach to set the game apart, bridging East and West by simplifying the rendering while retaining a cel-shaded look. Importantly, we deliberately kept some of the original rendering instead of removing it entirely, which allowed us to maintain a hybrid aesthetic.

In the final direction, rendering complexity was significantly reduced and PBR materials were largely avoided. Ambient occlusion was minimized, ink-style strokes were introduced, and select gradients and textures in the local materials were allowed to show through, reinforcing the hybrid style.