Hellfire was a game developed by DeNA San Francisco. The game had a stable live ops cycle and community that let them expand the life of it by severals years. When DeNA Japan bought NGMOCO together with more studios on the west side of the world, one of the intentions was to let the small studios be in charge of stable liveops titles. When the transition was required from DeNA SFCO to DeNA Stgo, I had to travel to the bay area and received the instructions on how the machine was working from their Art director and Producer.
I did the art direction on LiveOps from September 2012 to March 2013. I was in charge on writing the content for the weekly events (7 cards with 4 evolution each), as well as Epic cards (1 special card with 4 completely different illustrations) and some special event cards that used the same specs as Epic cards.
After creating the content, I had to coordinate with different art houses and moon lighters for the production of such art. Due to the amount of content that was needed for all the events, I used to work with 4 different art houses monthly and 2 freelancers for epic cards. Overlapping revisions from grey thumbnails to color sketches to final deliveries. The Art Houses were from China, France, Canada, USA and Philippines.
In the time I participate on this game, the revenue was stable with some minor up and downs.
I let the game to a successor on the company while I was jumping onto another project for development.
I let the game to a successor on the company while I was jumping onto another project for development.








