All creatives are property of Kiloo Games
Each month they delivered between 40-60 creatives for the coming update.
Tasks were shared between her and her small team, rotating the tasks each update.
They were responsible for screenshots, banners, trailers, SoMe content and assisting with UI tasks when needed.
Reviewed and adhered to specific templates, color palettes, typography choices, and other detailed instructions within given guidelines.
Created a visually balanced compositions that felt clam and readable to the viewer. Ensuring the most important elements were noticed first and in the intended order.
Created visuals focused on highlighting the unique elements and characters for each update. While keeping creatives reconizeable across updates, always setting an accuate expectation for the players and how it feels to play the game.
Arranged elements like models and cameras within Unity to create intentional and visually appealing compositions.
Implemented fixed camera settings in Unity for screenshots and character poses. Advocated for use of adjustment layers, masks, and smart objects in Photoshop to preserve image quality, allowing for flexibility in editing and feedback processes'.
Recorded and applied actions to automate repetitive editing tasks and oprtimized the process of exporting in 10+ device resolutions and for 30+ language localizations efficiently.
Documented workflow processes, asset specifications, and technical details for future reference and team collaboration.
Adapted production methods to software and tools, utilizing them in unexpected and creative ways to optimize production and break limitations on creative output.
When creating screenshots and banners, she prioritize:
Staying true to the game, highlighting what makes the update unique, with beautiful details and atmosphere.
Presenting all creatives in an immersive and cohesive visual story, aiming to capture how it feels to play.
Subway Surfers was an amazing production with a tight update schedule.
Leaving limited time for exploration and content development.
She wanted to increase output and give her team freedom to execute new ideas.
In an effort to free up time she implemented Unity Preset Guidelines and Photoshop Export Templates. This led to fewer feedback rounds and corrections required, while ensuring the quality and a consistent style of creatives.
Shorteing production by 1 week, allowing her team to explore concepts more extensively and pursue new content ideas.