"Ridiculous Plan" is a battle royale game developed by a small but passionate team, where I took on multiple key roles—including co-founder, game director, and lead artist. In fact, I was the sole artist on the project, working alongside one animator and two developers.
From the outset, our team made a bold decision to avoid using any third-party assets or tools from online marketplaces. Our aim was to create a fully original game experience. While this choice challenged us—especially given our limited funding—it provided me with the unique opportunity to dive deep into every aspect of the art pipeline, from character design and weapon modeling to user interface design and environmental world-building.
The most demanding part of the development process was the environment design. Crafting a large, open-world battle royale map required extensive work, including building terrain, cities, roads, foliage, and countless background assets. I created all assets from scratch, including materials and textures, while ensuring everything was optimized for performance. This process significantly honed my skills in technical art and world-building under real production constraints.
At the time, only two major titles dominated the battle royale space—Fortnite and PUBG—and we saw an exciting opportunity to offer a fresh experience to that community. However, despite reaching the final stages of development, internal disagreements among co-founders led to the unfortunate cancellation of the project before its release.
Despite this outcome, "Ridiculous Plan" remains one of the most valuable projects in my career. It not only challenged me to grow as a multidisciplinary artist and leader but also deepened my understanding of game production and creative problem-solving under tight limitations.