Art Direction / London Pitch
Ballpark in a Box
A baseball experience imagined for Trafalgar Square.
01 / The Brief
Baseball in a London setting
MLB requested a concept for Ballpark in a Box centred on Trafalgar Square. The pitch called for a short VR demo and presentation visuals showing how the gameplay and environment could look for the London occasion.
I served as Art Director and Senior Technical Artist on the pitch. I gathered references, developed concepts and paintovers, and planned how we could render the surrounding area within a short production schedule.
- My role
- Art Director
Senior Technical Artist - Studio
- Little Guy Games
- Project stage
- Pitch and visual development
- Collaboration
- Project producer and lead UI artist
02 / Visual Research
Finding the London atmosphere
I collected references for local architecture, daylight, mist, and atmospheric depth. These gave us a shared starting point for discussing the setting and its visual treatment.
Reference photography from the original research board; not original artwork.
03 / Concept Development
Two ways to bring the setting into play
The pitch explored two relationships between the stadium and Trafalgar Square. I worked with the project producer to develop concepts for the visual presentation and gameplay context.
Bring London into the stadium
Use Trafalgar-inspired elements within the ballpark, including proposed holographic landmarks for scoring and catch zones.
Place the stadium within the square
Explore a larger-than-life setting around the stadium, with more dramatic camera views. The proposal retained the stadium's gameplay scale while enlarging the surroundings.
04 / Technical Art Direction
Planning a large vista for a short schedule
Alongside the concepts, I developed a plan for rendering the surrounding area. The studies divided buildings by their distance from the camera, keeping more detail nearby and proposing shader-based treatment for the far vista.
Connect the visual goal to production
The colour-coded study made the intended distribution of detail explicit. Yellow identified the buildings intended to receive the most detail.
The board also explored procedural material variation and distance-based fog or desaturation. The aim was to establish scale and visual variety without giving every building the same level of detail.
Flag shader: tessellation and vertex offset
I created this Unity flag shader using tessellation and vertex offset to animate the flag's surface. This editor capture shows the deformation from different viewing angles in the London environment.
05 / Presentation
Bringing the pitch together
The presentation paintovers combined the stadium view with recognisable London landmarks and event-themed imagery. I worked with the producer and lead UI artist on the presentation, with the lead UI artist creating the UI shown below.
Contributions and credits
- Boali Dashtestani
- Art direction, senior technical art, reference selection, concept development, paintovers, and rendering approach for the pitch.
- Project producer
- Collaboration on concept development and the presentation.
- Lead UI artist
- UI design for the presentation.
- Project team
- Underlying game environment and project assets. The work shown combines individual contributions and team-produced material.