Travel Crush | A BebopBee Game
Travel Crush is a vibrant match-3 puzzle mobile game developed by BebopBee that invites players on a globe-trotting adventure filled with fun, challenge, and culture.
I was responsible for creating all the characters in the game, defining their personalities and visual identity. I also designed the app icon and logo, ensuring strong brand recognition and appeal on mobile stores. In addition, I illustrated several key environments and location-based assets, helping shape the overall look and feel of the game’s destinations.
The Main Characters
I designed a diverse cast of characters, each with a distinct personality and visual profile. Every character was created to represent and teach players about different cultural aspects from around the world, helping bring each destination to life in a playful, accessible way while reinforcing the game’s travel and discovery theme.
The locals from Paris. A quirky cast of local celebrities ready to guide players through the City of Lights' rich history.
The locals from New York. A vibrant cast of local icons ready to guide players through the Big Apple's electric energy.
Key Art
Environment Art/ Map Illustrations
Isometric Map Design: Created seamless, scrolling cityscapes for major world capitals.
Style Adaptation: Matched the project’s high-saturation, casual art style while maintaining architectural integrity.
Visual Storytelling: Integrated cultural details and "easter eggs" (like local food stalls, tourists, and specific vegetation) to give each map a unique sense of place.
Barcelona
Beijing
Rome
This collection of isometric assets is designed with a cohesive aesthetic, blending clean, geometric architecture with soft, organic details. Every building is unified by a consistent lighting model featuring gentle top-down shadows and warm highlights. That gives the set a tactile, "toy-like" quality perfect for a high-end mobile city-builder.
Playful Proportions: While maintaining a sense of realism, the assets utilize slightly exaggerated features, like oversized signage and bold color blocking, to ensure readability at small zoom levels on mobile screens.
Life-at-Scale Details: The inclusion of "human-scale" props—bicycles, park benches, recycling bins, and even a doghouse—adds a layer of micro-storytelling, making the city feel lived-in and active rather than static.
I designed a cast of lovable animal characters to serve as interactive tokens for the match-3 board. The goal was to create assets that were distinct and instantly readable for quick gameplay, while maintaining a high-quality, 3D-rendered look. From a pilot bee to a mischievous monkey, each character was designed with unique expressions and vibrant silhouettes to ensure they 'pop' against the game background.
To deepen the player's immersion, I painted atmospheric scenes representing global destinations like Venice and Amsterdam, as well as narrative moments featuring the game's main cast planning their next journey.