David Frankel
Technical Art
Professional Projects
Hearthstone

Hearthstone is an online collectible card game developed by Blizzard Entertainment. It was released in 2014 and has grown into an international esport. I joined the Hearthstone team in 2020 as a senior technical artist. I spend my time creating Unity tools for artists, scripting components for the effects team, prototyping new features, and managing a team.

Festival of Legends Cinematic Trailer (2023) Voyage to the Sunken City Cinematic Trailer (2022) Fractured in Alterac Valley Cinematic Trailer (2021) Madness at the Darkmoon Faire Cinematic Trailer (2020) Hearthstone Animated Short: Hearth and Home (2017) Hearthstone: Heroes of Warcraft Cinematic (2014)
Amoeba Battle
Platform13
Grab Games2020

Amoeba Battle is a major overhaul of an earlier Grab game. This new version includes new platform support, new game modes, and a redesigned UI. Our experienced team was challenged by the need to create modern, complex features using the game's older engine and toolset. I created in-game art and animations, UI, and developed art-related tools that we used throughout the project.

Trailer Sample Art Tool
Knockout League

Knockout League is an original IP developed by Grab Games and optimized for VR. I handled many of the visual effects including magical constructs, mad scientist electricity, octopus ink, and fireworks.

VFX Demo Reel Announcement Trailer Launch Trailer
John Wick Chronicles

Wick represents Grab's first major foray into VR, during which we worked alongside Starbreeze Studios. I was in charge of prototyping, VFX, and creation of the tutorial sequence.

Trailer
Personal Projects
Falltime Fight Club

Falltime Fight Club is a 2D fighting game. I developed it solo; it was a fun, seasonal activity, and a means to learn the Godot game engine.

Gameplay
Rombo Prototype

Rombo is a prototype of a narrative-driven, sandbox action-adventure. It features core gameplay, including mining, questing, inventory management, and a save/load system. Rombo was developed by two people including myself. I was responsible for engineering, tech art, and occasional art.

Gameplay
Moonbridge Library

Developed by four members of Team Bitrot, the Moonbridge Library visual novel was the winning entry in the 2022 anime expo chibi game jam. The theme was "Whimsical." I did tech art and engineering.

Full play-through
:growjam:

:growjam: was my six-person team's entry in the Blizzard Game Jam, Spring 2022. The theme was "Growth." I handled engineering and some design.

Full play-through
Bitrot

Bitrot is a Mario-like platformer with intentionally glitchy elements. It was developed by six members of Team Bitrot for Ludum Dare 49. The theme was "Unstable." I did some of the art, some coding, and generally helped out wherever I could.

Full play-through
Experiment 0867-53-09

Experiment 0867-53-09 is Asteroids in a petri dish. It was created by the three-person Team MDS3 for the Blizzard Game Jam, Spring 2021. The theme was "More than Meets the Eye." I focused on special effects and tech art.

Gameplay
Lab Rat

Lab Rat is a time management game created by the two-person Team Squamous for Ludum Dare 46. The theme was "Keep It Alive." I handled the engineering, effects, and shared art and design responsibilities.

Developer retrospective Full play-through
Symbiosis Null

The Symbiosis Null project was an exploration of science and personal philosophy headed by my friend Vivek Vimal. As the second member of our two-person team, I handled programming, asset implementation, and a bit of art.

Developer retrospective Full play-through
Beach

Beach is a simple game that I created for my godson. I did the design, art, and engineering.

Full play-through
The Forgotten King

The Forgotten King is a Solstice-like. It was originally meant to be my solo submission to LOWREZJAM 2018, but I didn't finish in time. The low resolution (64×64!) was one of the requirements of the game jam.

Full play-through
Her Sovereign Virus

Her Sovereign Virus was made by the four-person Team Virus, and it was our entry in the bitbitJAM3 game jam. The theme was "Red Hot Princess Carnage." I organized the project and did in-game art and animation.

Developer retrospective Full play-through
Ritual

The Ritual game demo was a solo personal project; my intention was to evoke emotion—particularly hope—through gameplay, controls, and movement.

Full play-through
Older Projects
Legends of Mythica

Legends of Mythica is a card battler for mobile and tablet. Early in development, I handled prototyping and art direction. Later, I was in charge of VFX—including particle effects, specialized scripts, and 3D assets and animation. I did all the attack and damage sequences in the trailer.

VFX Demo Reel Trailer
WWF Explore!

Explore! is an animated, interactive ebook for the World Wildlife Fund. I managed art resources throughout development, including internal hires and outsourcing. I also did art, animation, and tech for various elements within the app.

Hedge Witch Prototype

Hedge Witch prototypes the combat in a JRPG-card battler. The demo supports both desktop and mobile. It features deck-building gameplay with dozens of cards, a unique "balance" game mechanic, a flexible and robust UI, online multiplayer with crossplay, and a single-player mode. My inspiration was Dominion crossed with Pokémon, by way of Level-5. I did the design and engineering, levereging Unity's UNet.

Gameplay
Legend of Zeld

My entry in Game Jolt's Female Link Jam. I was a solo developer on this project and focused on art, tech art, and engineering. Legend of Zeld was a big learning experience and was a leap forward in my understanding of Unity, shaders, and basic 3D. Weird glitches aside, I was happy with my paper-craft visuals.

Full play-through
Twinkle Smash

Twinkle Smash is a match-three for mobile devices based on Skechers products. Early in development, I was in charge of interfacing with the license holder regarding art. Later, I created VFX.

Flash Tools

I created a comprehensive set of plug-ins for Flash: Flash's "missing functionality." Used frequently by my team, the tools included replacing element names in batch, modifying transformation matrices, a fully-functional particle generator, and much more.

Preview
Project Narwhal

This Out of this World-like tech demo was built by a four-person team. I was in charge of player input, physics, and enemy behavior.

Gameplay
Robot Junkyard

Robot Junkyard was primarily developed offsite. I interfaced with our outsourcing partner and designed various UI elements.

Winning Touch

Winning Touch was a lottery game containing numerous mini-games, each with its own theme and art style. I worked on initial art direction, managed the team throughout development, and created various pieces of UI and UX design.

777 Slots

Although Grab initially published its own cross-platform Grab Money Slots, the title was picked up by DeNA for incorporation into their worldwide Mobage network. I was heavily involved in the Slots project throughout its various iterations.

Chromaverse

Chromaverse was an arcade-style game for tablets and mobile devices. Its initial development came from a game jam-inspired mentality that I helped spearhead. I worked with one other artist on a small, tight-knit dev team.

Gold Miner Go!

Gold Miner Go! was a casual game iOS and Android, and part of Grab's Gold Miner franchise. Although it no longer used blitz-style gameplay, Go! retained the visual direction that I spearheaded in Rush.

Picsy

Picsy was a social photography game for mobile devices. It was Grab's first major mobile project. Although I was involved throughout the development cycle, I worked especially closely with the team toward the beginning of the project as we ironed out the user experience flow.

The Stampede

The two-person Team Purple Rain's submission to the Grab Games game jam in the fall of 2012. I did the art and programming.

Full play-through
Gold Miner: Rush

Gold Miner: Rush was a casual Facebook game and a blitz-style spinoff of Grab's popular Gold Miner franchise. It was the first Grab project in which I was involved from the very beginning.

Clyde Vs. the Maze

I programmed the initial Flash version of this game—a three-week development exercise I did with two friends, and that received positive reviews. I directed the subsequent iOS version that included new levels, enemies, and GameCenter support.

Trailer Play-through of Flash prototype
Sage Scrolls

For my first official game jam, I joined Team Sage as we developed Sage Scrolls for the UC Irvine Video Game Development Club's 2011 Summer Game Jam. I did the graphics.

Gameplay
RPG Prototype

This was a fully functional JRPG prototype, optimized for play on touch screens. It featured a 3D world map, quest system, battle system, branching dialog, and inventory.

Battle gameplay
Moon Rabbit

Moon Rabbit is a moon phase calendar that I originally developed in 2010. I used it to teach myself Xcode, and it became the first personal project that I released on the App Store. I recreated it in Unity in 2017.

Demo
iZombieland

I was the art director for the iZombieland iPhone game, based on the movie Zombieland. The game was received well on the App Store.

Blood+

I was art director and assistant game designer for the mobile game adaptation of the anime series Blood+.

Developer retrospective Full play-through
007: Quantum of Solace

Quantum of Solace was the mobile game based on the James Bond movie of the same name.

Full play-through
Quest Prototype

I used Quest to prototype polished navigation and basic combat for a cinematic platformer. The demo features a dynamic, data-driven animation system, ragdoll-esque character setup, and smooth, intuitive controls.

Gameplay
God of War: Betrayal

Betrayal was a mobile game based on the hit console franchise. Betrayal's accolades include winning AT&T MEdia Mall's best action game of 2007 and ranking in Verizon's top ten most successful games of the year, alongside The Simpsons, Assassin's Creed, and Tetris.

Spider-Man 3

I was art director and assistant game designer for the Spider-Man 3 mobile game based on the Hollywood movie.

Full play-through
Cable Miner

I made Cable Miner in Flash. I focused on reflex-based gameplay, game feel, and realistic spring physics. It was a hit at the office.

Full play-through
Dharma Battle

Built upon my previous Flash fighting games, Dharma Battle featured seven completely unique gods, devils, and enlightened beings.

Gameplay
Dojo Battle Crazy

After graduating, I freelanced at a local web design shop where I learned Flash. Outside of work, I tested my skills by recreating the original Dojo Battle. Shortly after, I created an enhanced edition: Dojo Battle Crazy.

Dojo Battle Crazy gameplay Dojo Battle gameplay
TOWNIES 2000

HyperCard was one of the first tools I used when learning to make games as a kid. TOWNIES was the culmination of my HyperCard work. It was a full-scale, Japanese-style RPG about my life, give or take a few zombie attacks, back in school.

First chapter play-through
Dojo Battle / Troiani Bellum

Dojo Battle was a bare-bones fighting game, coded in C, that featured two blue-belts battling in a dojo. I built it on top of one of my class projects: the somehow-even-more-bare-bones Troiani Bellum.

Dojo Battle gameplay Troiani Bellum gameplay