World map for Battle Chasers was an exciting, new aspect of the project that came with its own share of challenges as well.
We are a small team and each of us had to wear many hats. I understood the need for the world map to have a relatively fast art style, as well as flexibility to accommodate design changes all the way to the end. I had a lot of freedom art-wise and owned most of the art side of the world map, including combining simple scripts to make the clouds and re-purposing particles. Deep down I feared the style might be too different from in-game shots, and it was a huge relief when things finally began to work out.
I immensely appreciate the trust and support my teammates gave me, even when I hit sticky points and turned a few circles trying to figure out a good drawing style.