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- The London Colombian Film Festival | Armando Mendoza Art
The London Colombian Film Festival, a celebration of the Colombian Film Industry in the UK We Are Coming SOON Who We Are This is your About section. This space is a great opportunity to give a full background on who you are, what you do and what your site has to offer. Your users are genuinely interested in learning more about you, so don’t be afraid to share personal anecdotes to create a more friendly quality. Double click on the text box to start editing your content and make sure to add all the relevant details you want site visitors to know. If you’re a business, talk about how you started and share your professional journey. Explain your core values, your commitment to customers and how you stand out from the crowd. Add a photo, gallery or video for even more engagement. Get on the List Sign up to receive the first word when we go live. First Name Last Name Email Subscribe Thanks for submitting!
- Cooking book | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Editorial Cooking book A close friend reached out to me to design a special recipe book for her —a collection of her cherished dishes, ranging from traditional cuisine to international recipes. The book was intended as a heartfelt gift for her daughters and relatives who had always enjoyed her mother’s cooking. To make it truly unique, I suggested illustrating the book instead of using the polished food photography typically found in store-bought cookbooks. This approach added a personal and artistic touch, making it feel more intimate and special. The result was a beautiful blend of illustrations, recipes, and family portraits. For months, I worked on bringing the book to life, carefully illustrating ingredients, kitchen tools, and dishes, experimenting with textures and colors to create a warm and vibrant visual experience Responsibilities Editorial design, illustration. Tools Adobe Creative Suite. “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- Shadowgun Wargames | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back to Portfolio Madfinger games Shadowgun Wargames Free-to-play mobile first-person shooter featuring tactical 5v5 battles in modes like Capture the Flag and Team Deathmatch . Shadowgun Wargames was the third game part of the Shadowgun Universe . I created a series of Key arts, social posts, app store Icons and Screenshots to promote pre-registration camping. In 2018 at Gamescom - Cologne in the showcase section we had the opportunity to present a working version of the game to test the esports world. I had the chance to prepare some of the assets used for the both and at the stage, as well as the t-shirts to identify the teams participating in the competition. SG WG ASO Key Art SG WG Socials Gamescome 2018 “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- Beatstar Songs key art | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Beatstar Songs key art As part of the art test for joining Space Ape , I was tasked with creating key art to announce a new song in the game. I was given three song options to choose from, but after listening to them and exploring creative directions, I decided to design two key artworks instead of just one. To further showcase my creative process, I also put together a video illustrating my approach. Responsibilities 2d /3d visuals. Rendering and compositing. Video editing. Tools Adobe Creative Suite, Blender. “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- Beatstar Key Art | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Beatstar Key art Each new content release in Beatstar was built around a central theme that set the tone and mood for the upcoming song list. This was known as the Tour Pass and included player banners, emojis, splash screens, and key art used both in-game and for marketing materials. I enjoyed creating several of these, but the most significant one was Tour Pass 12: Country . Some assets were integrated into Unity for deployment alongside the content release, while others were distributed to different team members to create marketing materials and promote the new content. Responsibilities Ingame and marketing assets. 2d /3d visuals. Rendering and compositing. Unity integration. Tools Adobe Creative Suite, Blender, Unity. Tour Pass 12 - Guitars & Bars Tour Pass 13 - Holiday Party Tour Pass 14 - Midnight Gala Tour Pass 16 - Love Games Tour Pass 17 - Umped up! Tour pass emotes “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- SGL Events | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Madfinger Games SGL Events Events at Shadowgun Legends were a key strategy to engage players and extend their session time. We built community interaction through our social channels and created live stream sessions to showcase players' performances. I designed the key art for these events, drawing inspiration from the event theme to craft a hero character and incorporating the event rewards as part of the visual composition. We also created unique branding for each event, with some recurring events helping to reinforce player engagement. For the key art creation, I used Unity as the main compositing and rendering tool, utilizing the game's character customization options and environment catalog. This allowed for creative freedom in storytelling and visual composition, ensuring each piece felt dynamic and in line with the game's theme. Responsibilities Ingame and marketing assets. 2d /3d visuals. Rendering and compositing. Character posing. Creative direction. Tools Adobe Creative Suite, Unity. “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- CVC UA ads | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Chrome Valley Customs UA ads We created a regular flow of ads for UA purposes. The strategy behind these ads was to find what can resonate with our potential players and interact with it. Following this strategy we found different theme options that resonated with our player creating different versions for static and video ads. Responsibilities Marketing assets. 2d /3d visuals. Rendering and compositing. Character posing. Tools Adobe Creative Suite, Blender, Maya, Unreal Engine 5 “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- CVC ASO | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Chrome Valley Customs ASO Some of the images I created to be use in different test looking for the optimisation of the app store influencing the downloads and visualization of the game. The Xzibit Campaign was part of the tests. Screenshots, Appicons and feature graphics were tested to find the best performing combination. Responsibilities Marketing assets. 2d /3d visuals. Rendering and compositing. Character posing. Tools Adobe Creative Suite, Blender, Maya, Unreal Engine 5 App store screenshots App icon varitations Feature graphics “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- SGL Helmet Project | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Madfinger Games Helmet Project I had the opportunity to participate in a specialized training session focused on asset creation for Shadowgun Legends, gaining hands-on experience with the full pipeline—from conceptualization to in-game integration. This two-month journey was guided by Michael Boylan, Team Lead, and Rohit Singh , Senior Character Artist. Starting with Erika Horňáková’s 2D concept, I progressed through 3D blocking, hard surface sculpting, retopology, and substance texturing, ultimately creating a helmet that became part of the game's armor customization catalog. This experience deepened my understanding of asset development and reinforced my skills in bringing high-quality visuals into an interactive gaming environment. Responsibilities Ingame assets, Hard surface sculpting retopology, Texturing, Rendering and compositing. Unity integration. Tools Adobe Creative Suite, Substace Painter, Maya, Zbrush, Unity, Marmoset “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- Rail route | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Ui -Game Art Rail Route simulator This project was a unique journey, collaborating with indie developers in the Czech Republic to create a train dispatcher simulator inspired by the signal boxes used to control railway traffic. The game allows players to design and manage their own railway networks, offering a deep and strategic simulation experience. As an artist, I had two key responsibilities: first, to provide art direction for the game, as it had a working demo but lacked a cohesive visual style; and second, to design the entire UI. Released on Steam in 2021, the game has been a success, fostering a dedicated community where players can design and share their own maps through Steam Workshop. Responsibilities Game Art, Art Direction, UI. Tools Adobe Creative Suite, Unity. Game Art Initial gameplay The game developers had a clear vision for the gameplay and had worked with previous artists to achieve it. While early mockups incorporated abstract elements, they didn’t fully align with the developers' expectations. I took the time to understand their brief and successfully delivered a design that matched their vision. ____________________________________ Canvas The canvas serves as the game's background, enhancing the player's visual experience through layered textures. _____________________________ Canvas layers Built on a topographic terrain abstraction, it consists of multiple layers, including two grid tiles, the terrain representation, shadows, and the canvas color. _____________________________ Colour Palette After finalizing the canvas setup, I developed the game's color palette, refining the visual experience to guide players during gameplay. The palette also helped create clear layer separation and categorize different game elements effectively. _____________________________ Ui - Ux After analyzing the game loop and player journey, I focused on refining the UI wireframes to create a more intuitive experience. My goal was to guide players more effectively throughout the game. Based on my observations of the game's current state, I prepared mockups and color variations to present a redesigned UI to the developers. Place holder Ui and orignal flow by the Developers To further illustrate my vision, I created a short animation showcasing the player's journey, providing a clearer sense of the proposed changes. The developers successfully integrated the new look and feel into the game, which was then shipped in the release version. You can visit the Rail Route devblog to know more about the Ui implementation. “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- Beatstar Country Genre | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Beatstar Country Genre The Tour Pass 12 was the first project I worked on with the Beatstar team . It presented a unique challenge. Not only did we need to create the key art, but we also had to produce a trailer, as every Tour Pass was announced with a one-minute sequence showcasing the new songs. At the time, the video team was extremely busy, and the trailer was at risk of being discontinued. Seeing this as an opportunity, I stepped in to support the video team, ensuring we maintained the quality of our content. Using the key art as a foundation, I developed the concept of a stage as the centerpiece to present gameplay footage of the featured songs. This approach effectively captured the essence of the new genre, helping to promote its introduction in the game while also setting the stage for the future development of CountryStar, a game dedicated to Country Music. Responsibilities Creative direction. Ingame and Marketing assets. 2d /3d visuals. Rendering and compositing. Video editing. Tools Adobe Creative Suite, Blender, Unity. “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
- SGL Gameaccess 2018 | Armando Mendoza Art
Home Portfolio Visit Reel Linkedin Back Madfinger Games Game Access 2018 GameAccess is the prime gaming conference in Brno, Czech Republic, featuring industry talks, game testing, and meet-and-greet sessions. In 2018 , we participated as event partners, hosting developer conferences and an interactive booth where attendees could engage with the dev team and play the game. I designed the booth layout, dividing it into four distinct areas for meeting, playing, and relaxing. A dedicated HR space focused on recruitment, while a bar-style area served as a hub for our PR team. To highlight player customization, I recreated top players' characters, producing high-end visuals that celebrated their in-game achievements and team battles in PvP mode. Responsibilities Marketing assets. 2d /3d visuals. Booth layout. Phtography, Rendering and compositing. Print assets. Character posing. Tools Adobe Creative Suite, Blender, Unity. “Armando is a creative force of nature, a truly one of a kind multi-talented art dynamo! His energy and enthusiasm for innovation and drive to always improve both what we were creating and how we were creating them was never short of inspiring." Charmie Kim Game Lead at Space Ape Games
