I joined Goodgame Studios in 2010 as a 2D Game Artist, back when the company was still a start-up with fewer than 100 employees and just a handful of artists. Over the following six years, I grew with the company as it became Germany’s leading game development studio, reaching over 1,200 employees and releasing several highly successful, award-winning titles.
As an Art Department Lead, I played a key role in building and shaping the art teams, helping scale the department to 183 artists across multiple disciplines. My work contributed to the enduring success of hit titles such as Goodgame Empire, Goodgame Empire 4 Kingdoms and Goodgame Big Farm, which together amassed over 300 million registered users and generated more than $1 billion in revenue by 2017 in the free-to-play market.
7 artists in the beginning and scaled up to 25 within live-ops.
14 in-game-art artists, including an Art Director
1x Art Director (for live-ops after launch)
3x Senior Artists
5-6x Regular Artists
4x Junior Artists
2-3x UX/UI Artists
2-3x Animators
4-6x Marketing content Artists
In the style comparison above, the competitors on the left and middle appear very similar, while Goodgame Empire’s style stands out with stronger contrast and more depth in its buildings and background.
Styleguide evolution & development with the art team.
Answers to: What would have helped you to get faster on-style while onboarding, what are the design secrets and hacks you would have known earlier? What are repeated off-style mistakes?
Goodgame Empire started with 5 levels per building, later developed to 7, 10 and than 11 levels. To destinguished levels we went from wooden roof, greenish tiles + wooden walls, adding stone walls and orange roofs up to red roofs and eventually blue roofs.