Hay Day Pop

Art assets above were a combined effort with Surface Digital, Marcus Mestrov, Miika Pylkkö and Jaime Dower!

I was responsible for the Art Direction of the farm, aiming to develop a polished and fresh style whilst carrying that, Aardman inspired, Hay Day visual DNA.

I created key assets as well as concept sketches, reference material, feedback and moodboards to assist our internal artists and external partners and build out the vision. I also did final asset polish work, animation and implementation.

Hay Day Pop was my first soft-launched new game at Supercell. We learnt a lot as a team, exploring how we could bring the company’s quality-bar and values to the puzzle genre.

I joined the studio as a Game Artist and Art Director on a small team working on a brand new IP. We were building a new way of making games at the studio. But, as the company grew, there was some concern about how many new games were in production and how long it had been since we last launched a new game.

We decided to join forces with the Hay Day Pop team to help get the project over the line. However, after joining, we discovered that it was going to take a lot more work than we expected, so we knuckled down and rebuilt the game and team.

Before we could build the farm as we wanted, I worked with our tools and tech coders David Hart and Javier Calvo to build out a tile editor and tools for Supercell’s in house game editor.