Organic Social
role:     art director, animator, 3D designer, gameplay capture
With over 350,000 followers across both Twitter and Instagram,  WWE Supercard demanded a social presence that was informative, fast-paced, and most importantly, irreverent. 
These quirky posts often involved studying various aspects of wrestling lore such as vintage arenas and personas which were oftentimes painstakingly (and lovingly) recreated. Various game assets, gameplay capture, and some combo of Blender and After effects were utilized in the making of these.
Direct To Consumer Store Assets
role:      motion designer, compositor
My team at Cat Daddy is responsible for designing and maintaining the D2C store for WWE Supercard. This allows us to sell game content directly to our players, bypassing app-store fees and generating more net revenue for the studio.
My direct responsibility is to concept and create hero videos that play for certain bundles in the store.  This involves working with (and modifying) a base Blender scene created by another designer on my team.
In-Game Motion and Design
role:     art director, motion designer
Occasionally, I get opportunities to assist the game dev team on in-game content. This can range from concept work for new battle animations, UI animations, or like the examples above, art direction and motion design for the game's main menu. Whatever the case, the animation has to fit within the limits of our aging game engine in order to translate easily.
User Acquisition/Misc. ad support
role:     art director, animator, editor
I would occasionally be tasked with creating a variety of ads for Supercard. User acquisition ads were designed to be general overviews of various game elements that showcased new content, meant to attract new players. These would be run on various social media platforms.
Also utilized were BattlePass ads that showed the monthly rewards for our premium passes. These needed to be constantly refreshed and required close communication with our LiveOps team.