
pivot
Pivot is a coop game where 2 to 4 players move a magical couch through a haunted house by moving an actual couch in the real world.
Players play as a group of movers who’ve just taken an order to move a couch into the innermost room of a very old house. Little do they know, however, their customer this time is an exorcist, and the couch has magical charms on it that can cast out the ghosts when placed at the right spot. The ghosts, obviously, aren’t going to like that, so they will chase down the movers once they enter the house. The movers’ only hope then is to move the couch to the location and hope that the charm works. The control of Pivot is very straightforward. The in-game couch moves along a pre-determined path, and all three axes of rotation, plus height movement of the real-world couch, will be reflected exactly to the in-game couch. Therefore, by rotating, raising, and lowering the real-world couch, the players can control the in-game couch to avoid obstacles and advance in the map.
Early Concept Exploration
My first round of concept art set the world as a whimsical fantasy terrarium of gingerbread characters. This version was ultimately discarded due to the team’s limited production time and the decision to keep the visuals simple, so that players could focus on the core gameplay of moving furniture.
Final Art Direction
For the second version, I established a new concept of a magical haunted house war. I developed the visual style and elements for this direction, which was then adopted by the team. The uploaded style guide shows how I defined the color palette, modeling style, texturing, rendering approach, character style, and overall vibe.
“3D assets and integration
I modeled and textured several environment props, and in Unreal Engine I was responsible for integrating all models and textures from the team. I also built the art whitebox, arranged the level layouts, placed the scene elements, and created the lighting setup.
During this stage, I spent most of my time reviewing and refining assets from other teammates. Many of the submitted models had issues such as inconsistent scales, incorrect pivots, or topology problems. I corrected these elements to ensure that all assets met a consistent standard, which allowed the game to run smoothly and maintained the overall visual coherence of the project.
Promotional Art
In addition to in-game assets, I created concept designs for the promotional poster to visually represent the theme of the game.