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Creative

Visuals, interfaces and motion, led by Riccardo.

Riccardo Trevisan shapes how FREDD's work looks and moves: 3D characters and worlds, visual design, UI/UX and animation. The pieces on this page are from the studio's own games.

Discuss a creative project

Enquiries go to Riccardo.

Three monkey characters at different ages, from baby to elder, standing in rolling fog
Evolution scene: one character at three ages, lit for the fog.

Four disciplines, one eye.

The 3D work is what we can show here. The interfaces and motion live inside the games and their site, stupidmonkeys.io.

3D characters and worlds
Modelling, texturing, lighting and rendering for games and key art.
Visual design
Brand, illustration and the look of a product, from first mood board to final asset.
Interfaces
UI and UX for games, apps and websites, designed alongside the engineering.
Motion
Animation for characters, interfaces and brand, timed to feel right in the hand.

Realm Hero classes

One base character, modelled and textured once, with a weapon and stance per class.

  • Realm Hero warrior class: a monkey character holding an ornate curved sword

    Warrior

  • Realm Hero magician class: a monkey character holding a vine-wrapped staff

    Magician

  • Realm Hero archer class: a monkey character holding a bow and an arrow

    Archer

  • Realm Hero lancer class: a monkey character holding a long bladed spear

    Lancer

Worlds and key art

Composition, lighting and set dressing for the games.

Realm Hero key art: monkey characters running through a sunlit meadow as coloured frames float around them
Realm Hero key art
Realm Hero opening scene: monkey characters on a cliff looking out over a castle and autumn valley
Opening scene

Clan emblems

Bronze reliefs for the StupidMonkeys clans, each built around the same face.

  • Drummer clan emblem: a bronze relief of a monkey face on a drum head with two crossed drumsticks
    Drummer
  • Master clan emblem: a bronze relief of a bearded monkey in a conical hat inside a bamboo ring
    Master
  • Raver clan emblem: a bronze relief of a monkey face between two loudspeaker cabinets
    Raver
  • Shinto clan emblem: a bronze relief of a monkey face under a torii gate, framed by rope
    Shinto

Closer

Material, fur and costume work at portrait distance.

  • Close-up of a monkey character in red and gold plate armour
    Armour close-up
  • A furry yellow banana-shaped baby character with a pacifier and a nappy
    Banana baby

Rough first, then finish.

You see the shape of the work before the detail goes in, so changes happen while they are cheap.

  1. 01

    Brief and references

    What the piece is for, where it will live, the references you like and the deadline.

    A one-page brief we both sign off

  2. 02

    Blockout, wireframe or animatic

    The rough version first: proportions, layout or timing, with no detail to get attached to.

    A rough you can react to in days

  3. 03

    Finish and deliver

    Final modelling, design or animation, then the files in the formats the brief asked for.

    Final files, source included

File formats, rigging and polycount targets are agreed per project in the brief.

Making a game, a brand or an interface?

Tell Riccardo what it is for and when you need it. Engineering enquiries go to Francesco through the intro call.