Jeremy Vanhoozer

@vanhoozerbot.bsky.social

Geek Dad. Artist. Creative Director. Drawer of Robots. Maker of games. Formerly Bungie, Magic Leap, PopCap, EA, CN, Disney. he/him - Thoughts are my own.

You know all of those moments over the last few years, where you saw something terrible happening in your country and felt helpless, wondering if there was anything at all that you could do? Any difference you could make? This Tuesday. On Tuesday, there is something you can do. VOTE. VOTE!

I'm not sure there is any other industry that shows us just how bad its leadership is more regularly than the games industry. Big-money companies run beloved studios full of talented people working on IPs an audience is clamoring for... and almost always grind them into dust.

Sketched up some “bad guy henchmen” ideas in a really simple style. Sometimes, as a game designer, you just need enemies you can throw at a player in large numbers… and then not feel bad when the player smacks them around a bit. Everybody here is very punchable. 🤣

I’ve been working for a while now on my next project (I’m super excited, hope to tell you more soon) and thought I’d start sharing some of the earliest exploratory art that doesn’t exactly apply anymore. From the “loose and crazy” phase, which is always super fun. Shockingly, monsters and robots. 🤖👹

Concept art done in Procreate that shows two groups of characters rushing at each other. On the left is a group of monsters and robots and general near dwells rushing towards a group on the right which is made up of hero types, including action figures and giant robots and superheroes and men in suits. The art is done in digital sepia tones.Concept art done in Procreate that shows two groups of characters rushing at each other. On the left is a group of monsters and robots and general near dwells rushing towards a group on the right which is made up of hero types, including action figures and giant robots and superheroes and men in suits. The art is done in digital sepia tones. This particular image is a close-up of some of the characters in the left group.
Concept art done in Procreate that shows two groups of characters rushing at each other. On the left is a group of monsters and robots and general near dwells rushing towards a group on the right which is made up of hero types, including action figures and giant robots and superheroes and men in suits. The art is done in digital sepia tones. This particular image is a close-up of the left group showing some zombies and a robot.
Concept art done in Procreate that shows two groups of characters rushing at each other. On the left is a group of monsters and robots and general near dwells rushing towards a group on the right which is made up of hero types, including action figures and giant robots and superheroes and men in suits. The art is done in digital sepia tones. In this particular image is a close-up of the left group showing a cowboy riding on the back of a monster.

February 25, 29014, Plants vs. Zombies Garden Warfare launched. It was an insane idea: Take one of the most beloved game IP's ever and make a third person shooter. Should have been a disaster. Should have been a cash-grab. But a talented, scrappy team ended up making it a passion project.

An image from the game Plants vs. Zombies Garden Warfare, showing a Chomper plant bursting from the ground and getting ready to "chomp" a basic "Browncoat" zombie. The setting is a typical backyard, complete with picket fences, a pink flamingo, and a yard gnome.An image from the game Plants vs. Zombies Garden Warfare, showing a Bonk Choy plant sitting in a pot and punching a basic Browncoat zombie in the head. The zombie is recoiling from the impact. The setting is a suburban sidewalk, and you can see more zombies stumbling along in the background.An image from the game Plants vs. Zombies Garden Warfare, showing a zombie Foot Soldier and an All-Star (two classes in the game) running toward the camera with their weapons blazing. The setting is a typical suburban neighborhood, and there are additional basic zombies stumbling around in the background.

One of the many things that have materialized thanks to the oppression and murder in Minnesota: A rock solid list of people who I would never hire, and frankly never agree to work with. People are really feeling comfortable being terrible humans online. We can see you, and will not forget.

Throughout my career, I’ve communicated creative and artistic direction through some of the worst drawings imaginable. That’s how it’s supposed to go! Your job is to set up the people on your team for success by letting THEM interpret the rough ideas into beautiful things with their unique brains.

Simple rough sketch on the back of note paper showing the shape of a human standing in front of a set of screens.Simple rough sketches on a white board showing the flow of a game utilizing simple shapes and boxes.Simple rough sketch showing sticker figure characters climbing out of the pages of an open book.Simple rough sketch showing a robot standing at the bedside of a character lying in a hospital bed.

If you use Generative AI to create concept art for your game, I would argue that your game is absolutely shipping with AI in it. Concept art is perhaps the most creatively influential step in developing a new idea, and it affects almost every step of the development process that follows.