From 2022 to 2025, I worked as a Senior Concept Artist at Netflix, where I helped make Squidgame Unleashed. In Addition to my design work, I had the pleasure of serving in a modeling, texturing, lighting, and Unity art capacity as well. This project taught me the most about art optimization for mobile games, as I personally had to build out environments in Unity that could effectively run on mobile while supporting up to 32 live players. I was also asked to help build out marketing illustrations that were later optimized as we uncovered better data about what our target players were visually drawn to.
The earliest days of SquidGame Unleashed were spent debating and iterating on the style that we’d use to define our asset buildout by. We started off with something plainly geometric and marched our way towards an ambitiously detailed mobile style. Every build failed when launched, but we successfully benchmarked the actual parameters we could hope for in a 32 player arena and landed on the following test environments using baked light maps and cel-shading in the dynamic game objects:
Once we had the style under control, I pivoted back to designing and building out the various arenas, obstacles, and 3D assets of the game.
The most rewarding part of development came towards the end, when I was able to help spearhead an attempt to pivot towards procedurally driven arenas using standardized environment assets.