Thursday, May 31, 2018

Personal Artworks

Made a few personal artworks, trying out new brushes. 

Tried, a different variant of the artwork.

It seems 'Mermay' is a thing. So painted one myself.  Painting 'underwater skin tones' are different challenge unto itself.

Friday, February 9, 2018



When I was at DeNA, we had another title : SBT- SUPER  BATTLE TACTICS, a game with over the top 'TANK vehicles'. A title that was similar in gameplay to the MILITARY MASTERS and Transformers Battle Tactics. The lead artist of that title asked me to create concepts for two new classes of fighting vehicles, A ‘Spider-TANK’ and ‘VTOL’. I created the concepts and the final artwork. These ‘vehicles’ were even animated and were about to be put into production, but the company closed its doors and stopped further development on the title.  But I had great time creating the new concepts and the artwork. So here is the Spider ‘TANK’ that I created. 

Ashish Joshi - SBT Megalodon - VTOL

Ashish Joshi - SBT WIDOW - Spider 'TANK'

Tuesday, December 26, 2017



I worked with the good folks at Artcode Interactive, on Speed Freeks, a F2P Warhammer 40k lane shooter.
I created the lineart for the title image, an Interactive comic and created concepts designs for 2 characters. My first time working on Warhammer 40k, and it was more fun than I imagined. I had to learn first hand, that I had create over the top characters designs, while being faithful to the lore and IP.


FINAL Line art for the loading screen.
Line art for the loading screen.  This was the first work that I did at ARTCODE. I had to work at really large resolutions. And producing fine line art that such sizes was a pain, and a huge learning experience. 
We also went through several iterations, in terms of design before getting to the final line art.

SPEED FREEKS -Loading screen LINEART, with title mockup.

Colours by Aaron St.Goddard

SPEED FREEKS -Loading screen mockup.

Mockup of the loading screen image with in-game models. The guys at ARTCODE was really nice in providing me with references.

SPEED FREEKS -Loading screen rough sketch.


Final character line art. I had good feedback from the guys at Artcode Interactive, while designing this guy.

BAD MOONS-Warboss  Concept 03
Earlier versions of the Warboss and the facial expressions that I also created. This guy went through several iterations in head designs.

BAD MOONS-Warboss  Concept 02
Concepts for the warboss.

 BAD MOONS-Warboss  Concept 01
Early concept sketches, and head design explorations.

KRANKZ  - Players' MEK
Final character line art, with facial expressions. I had great feedback and direction from the guys at Artcode Interactive, while designing this guy.

Players' MEK - Line art,  Variants. 
Earlier variants of the MEK. This guy went through several iterations in designs.

Players' MEK - Concept 02
Concepts for the Player's MEK.

 Players' MEK - Concept 01
Early concept sketches, and head design explorations.

Sunday, November 1, 2015


I am finally able to show off the art of Fatal Frontier (Android/iOS) . I worked as a concept artist and later as production artist on the title during pre-production and production, designing and drawing characters, concepts.

This was my first job in the gaming industry and a part of me was still in shock that someone was paying  money to draw !!

I was initially contracted to draw 3 characters per day, and it went upto 4 characters per day, during pre-production and before the game launched.

I drew around 250+ characters, and designed an equal number.

I designed and drew ALL the 134 characters that prior to the game launch, and it is matter of pride for me that I completed the contract within a month and a few weeks, a full month before the due date !
I did them with pen on paper, scanned and then adjusted in PS.  I was an external contractor for the duration of the first contract ( 134 characters), but after the completion of the contract, I was brought in-house as a Concept artist.

Here are most of the characters I did for the game.

The playable characters of the game.

The entire line-up.



The NPC characters of the game.

The RAIDER faction.

( The brief for this guy was ' a dwarf/midget with a big gun', I did the guy on the left, and the designer and the my lead artist pretty much gave me a 'carte blanche' on how I envisioned the look of the characters.)

CARDINAL COMPANY, the main antagonistic faction of the game. 

I loved drawing these mechs and a part of me was amazed that I was getting paid to draw robots !! ;)

The MUTANT FACTION of the game.

The GREAPER/Zombie faction of the game.


The CULTIST faction.


(I loved that I had to design three different types of bestiary and fauna for the world Fatal Frontier. SO, here are my versions of Space dogs, Space rats and Space insects. )




Yeah, some of the design briefs for characters for characters were a bit far out there.

These are most of the characters I did for game during pre-production and prior to launch.

My First batch characters for game after it's world wide launch on both iOS and Android.
Here are the first boss characters and reward characters that I designed for the game. After these, I was brought as an in-house artist.

These characters  were done after I was hired in-house as a concept artist. 
These were even Characters.

These were the first characters that I did all digital, on Cintiq and PS. It was a bit of c learning curve, but after I went all digital. 

Some of the Event Bosses ( & Characters)  that I designed.

I had to design, BROCODILES ( Bull+ Crocodile) for these event characters. Yup, you heard right.
 My designer on the game had a wild imagination, and I was happy to deliver something so crazy.

Event Boss