Art Director · Buffalo Buffalo

Re:Rite

Defining the visual strategy of an original indie robot fighter, from first pitch through production.

Role
Art Director
Studio
Buffalo Buffalo
Years
2025–2026
Platforms
PC, PS5, Xbox
Tools
Unity
Team
Team of 20 · 6 artists

Re:Rite is an original indie game releasing Q4 2026. I defined the visual strategy from the initial pitch through production and was responsible for the overall art direction, working with a talented group of six artists.

Directing the art team

At Buffalo Buffalo I managed the full art pipeline across characters, arenas, enemies and UI. Day to day, that meant:

  • Ensuring quality and pushing art direction on all character, environment and UI assets.
  • Working with the Creative Director and relaying feedback to keep the team coordinated and on schedule.
  • Unblocking workflows and technical issues.
  • Creating new workflows and pipeline solutions, including AI-assisted tools, to speed up production.
  • Making sure every artist had clear goals and understood their role.
  • Supporting marketing needs through each phase of the project.

Pillars of Re:Rite

The game revolves around robot fighters with massive transformations that lead to David-versus-Goliath fights. That shaped the four art areas I organized the team around.

  • 01

    Character Art

    Each character needed three tiers of transformation and a wide variety of attack animations to support the weapon system.

  • 02

    Environment Art

    A semi-procedural environment workflow that delivered 8 unique maps with special mechanics, using only two 3D artists.

  • 03

    Technical Art

    Developing the team's technical capability and tech art stack, plus the project's optimization strategy and guidelines.

  • 04

    UI/UX Art

    All menus, interactions and platform requirements, including storefront and achievements.

Art process improvements

On Re:Rite I worked one-on-one with each artist, which let me understand their bottlenecks first-hand. I adapted our processes and introduced new tools to cut the time artists spent on technical issues and give them more time for creative work:

  • A genAI-assisted pipeline that takes a single 2D concept and produces front, side and back views for our modellers. Turnarounds had been taking up to 50% of our designers’ concept time.
  • An automated export system for character animations that applies project requirements such as naming conventions, frame lengths and project locations.
  • Automated capture tools for marketing and conventions.