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PORTFOLIO
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
Release Year: 2015
Engine: Unity
Background:
By 2015, there were over 300million
Dragon Village card packs sold in
Korea alone. We thought it was a
good time for us to to create a card
based strategy game. Players build
a deck of cards that elevates the
attributes of each character to fight
other players.
Role: Creative Director
Directed the creative vision, look
and feel of the mobile game as
well as the physical version of the
game. Managed a team of 3D
designers, 2D concept designers,
SFX specialists, UI designers. Hands
on wireframes, game flow, UI art,
marketing art, video, voice record-
ings, English translations etc. Visual
direction of the campaign at Glob-
al Game Exhibition, G-Star in 2014.
DRAGON
VILLAGE TCG
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
Release Year: 2014
Engine: Cocos 2DX
Background:
This is the first MORPG released
at Highbrow. We were constantly
looking to expand our user base
and we liked the idea of raids in
RPGs. Players create a room to
gather up to 5 team members
to fight monsters in various dun-
geons.
Role: Creative Director
Directed the creative vision and
contributed to the look and feel of
the game. Managed a team of 3D
designers, SFX specialists, UI de-
signers, 2D environment designers,
Hands on UX, UI art, character
concepts, environment illustrations,
marketing art/brand, English trans-
lations.
*Featured in Googleplay, Apple
store, iTunes.
TEAM OF
FANTASY
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
Release Year: 2013
Engine: Cocos 2DX
Background:
A sequel of the popular game
Dragon Village 1. We wanted to
upgrade the overall gaming expe-
rience of the original. We separat-
ed the story line to operate both
games.
Role: Creative Director
Directed the creative vision and
contributed to the look and feel of
the game. Managed a team of 2D
character designers, environment
designers, animators, UI designers.
Hands on UX, UI art, Wireframes,
gameflow, environment art, anima-
tion.
*Featured in Googleplay, Apple
store, iTunes.
DRAGON
VILLAGE 2
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
I’ve created various documents
such as flowcharts, wireframes,
style guides, etc. These documents
not only serves as the backbone of
the game development, but also
better communicates between de-
partments which makes the pro-
cess more effecient.
DOCUMENTS
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
I thoroughly enjoy getting my
hands on creating game art which
includes but are not limited to
character/environment concepts,
UI art, logos, marketing art, anima-
tion, etc. With the images I create,
I work with the art director to cre-
ate art bibles that shows the visual
direction of the game. Sometimes
one image explains a whole lot
more than just mood boards and
references.
ART
JUNG PARK
okkipark@gmail.com
www.junghwanpark.com
408.960.4227
THANKS!

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samplework_2016

  • 2. Release Year: 2015 Engine: Unity Background: By 2015, there were over 300million Dragon Village card packs sold in Korea alone. We thought it was a good time for us to to create a card based strategy game. Players build a deck of cards that elevates the attributes of each character to fight other players. Role: Creative Director Directed the creative vision, look and feel of the mobile game as well as the physical version of the game. Managed a team of 3D designers, 2D concept designers, SFX specialists, UI designers. Hands on wireframes, game flow, UI art, marketing art, video, voice record- ings, English translations etc. Visual direction of the campaign at Glob- al Game Exhibition, G-Star in 2014. DRAGON VILLAGE TCG JUNG PARK okkipark@gmail.com www.junghwanpark.com 408.960.4227
  • 3. JUNG PARK okkipark@gmail.com www.junghwanpark.com 408.960.4227 Release Year: 2014 Engine: Cocos 2DX Background: This is the first MORPG released at Highbrow. We were constantly looking to expand our user base and we liked the idea of raids in RPGs. Players create a room to gather up to 5 team members to fight monsters in various dun- geons. Role: Creative Director Directed the creative vision and contributed to the look and feel of the game. Managed a team of 3D designers, SFX specialists, UI de- signers, 2D environment designers, Hands on UX, UI art, character concepts, environment illustrations, marketing art/brand, English trans- lations. *Featured in Googleplay, Apple store, iTunes. TEAM OF FANTASY
  • 4. JUNG PARK okkipark@gmail.com www.junghwanpark.com 408.960.4227 Release Year: 2013 Engine: Cocos 2DX Background: A sequel of the popular game Dragon Village 1. We wanted to upgrade the overall gaming expe- rience of the original. We separat- ed the story line to operate both games. Role: Creative Director Directed the creative vision and contributed to the look and feel of the game. Managed a team of 2D character designers, environment designers, animators, UI designers. Hands on UX, UI art, Wireframes, gameflow, environment art, anima- tion. *Featured in Googleplay, Apple store, iTunes. DRAGON VILLAGE 2
  • 5. JUNG PARK okkipark@gmail.com www.junghwanpark.com 408.960.4227 I’ve created various documents such as flowcharts, wireframes, style guides, etc. These documents not only serves as the backbone of the game development, but also better communicates between de- partments which makes the pro- cess more effecient. DOCUMENTS
  • 6. JUNG PARK okkipark@gmail.com www.junghwanpark.com 408.960.4227 I thoroughly enjoy getting my hands on creating game art which includes but are not limited to character/environment concepts, UI art, logos, marketing art, anima- tion, etc. With the images I create, I work with the art director to cre- ate art bibles that shows the visual direction of the game. Sometimes one image explains a whole lot more than just mood boards and references. ART