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The
Wizards Tower

A Pop Shots game

✦ My role

While working at Wymac, I led the art production for an in-house mobile title, The Wizard’s Tower for one of their main integrated promotional systems.

 

I was responsible for the creation of the visual assets, from 2D animations and concept art to mood paintings and typography while ensuring a consistent style across the project and theming with pre-released projects. I collaborated closely with programmers and game designers to bring their vision to life, solving creative challenges and iterating on feedback to deliver a polished, engaging experience.

Role:
2D Animator/ Concept artist

Tools:
Adobe Suite

Deliverables:

  • 2D asset and animation creation (Adobe Suite, Photoshop, After Effects)

  • Concept art development (mock-ups, mood paintings, color studies, lighting keys, 3D blocking

✦ Symbols

Each game required a series of symbols that served as the core visual language for the experience. Each symbol was carefully crafted to represent different powers and mechanics, then brought to life through looping animations that highlighted energy, movement and impact. These animations not only reinforced the fantasy atmosphere but also provided clear visual feedback for players, making the gameplay more engaging and intuitive.

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✦ Animations

Each symbol required a series of animations that described different states. Because players often encounter these games in public spaces with little time to learn the rules, animations become the primary way to communicate meaning instantly and intuitively. Distinct looping animations reinforce both the fantasy atmosphere and gameplay logic simultaneously, ensuring that players can engage with the game confidently from the very first moment.

✦ Backgrounds

The platform kiosks at Wymac had some very specific limitations that shaped how the background illustrations were created. Each kiosk featured two screens stacked together, which meant artwork had to be designed with split-screen composition in mind.

 

Project logo's and designs needed to read clearly whether viewed across both displays or on just one, so visual elements were kept balanced and uncluttered. File sizes also had to remain lightweight to run smoothly on the kiosk hardware, so illustrations were optimized without losing detail. These constraints required careful planning to ensure the imagery stayed engaging, seamless and consistent across both screens.

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Let's catch up!

© 2026 - Nina Bennett

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