Rough concept art for the main menu.
Rough character concepts for main protagonist, Bonk.
Finished character concept for main protagonist, Bonk. Front and Side view. This illustration was featured in Nintendo Power magazine June 2010.
Turnarounds for 3D characters.
Rough character concepts for the Digester character.
Colored concept and finished 3D model for Digester character. The Digester is a tough prehistoric creature who lives deep in pools of lava. His favorite form of attack is to grab his victim (aka Bonk) and drag him into the pool of hot scorching lava. Fortunately, these creatures are lava proof and help provide Bonk a way to get across the dangerous pits.
Rough character concepts for eel character.
Colored concept and finished 3D model for the Electric Eel. This prehistoric beast can be found in the walls of the underwater caves of Bonk’s world. Like many eels, he waits until his prey swims in front of his cavern and then strikes with lethal precession. In the off chance that he misses, He generates and electric current to hopefully subdue any swimming caveman that happens to still be around.
Rough character concepts for the monkey character.
Colored concept and finished 3D model for the Monkey. This character was exclusive to the DLC Monkey Shines Arena map. Unlike the Raptors and the Chikkin enemy characters, the Monkey can climb on the beams and rafters that surround the arena.
Rough character concepts for the Piranha character.
Colored concept and finished 3D model for the Piranha. The Piranha character is small and resides in water. In the game, the piranha try to jump out of the water and latch onto Bonk. If Bonk gets too many of these fish latched onto him, he is drastically slower, and cannot jump as high.
Rough character concepts for the Schitzo character.
Colored concept for the Schitzo character. One Head has an ice attack, while the other has a fire attack. Unfortunately for this character, the heads fight each other and he has difficulty making up his mind… (or minds).
Rough character concept for the Terror-dactyl character.
Colored concept and finished 3D model for the Terror-dactyl character. This disgusting enemy of Bonk unleashes bombs from above.
Rough character concept for the Unitank vehicle.
Colored concepts of the Unitank. This machine was meant to be a one of the minor bosses that Bonk encounters in his adventure to save the world. Above is a few color variations to see what would work best for the character.
Rough environment concepts for Horde Mode Arena.
Colored concept for the Horde Mode Arena. The idea behind this arena was that it would be DLC content for Bonk: Brink of Extinction. In the Horde mode, 2 door open up from the sides and unleash a wave of enemy characters. If Bonk managed to survive after the wave, he would be rewarded with either more health or a super power at the end of the round.
Rough environment concepts for the “Monkey Shines Arena”
Colored concept for the Monkey Shines Arena. The idea behind this arena was that it would be DLC content for Bonk: Brink of Extinction. In the monkey shines mode, Angry monkeys from from the top of the screen and it is up to Bonk to fight them all off.
Rough T-shirt designs for Bonk: Brink of Extinction.
Final T-shirt design for Bonk: Brink of Extinction. To help people get excited about the new adventure in store for Bonk, Hudson (the distributors of Bonk) gave out these shirts to everyone who played the demo at San Diego Comic Con 2010.
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Bonk: Brink of Extinction

Bonk was a game designed for the Xbox live market place. After the success of Pi studios's previous Xbox live title: Bomberman Battlefest. Hudson wanted to try and bring back the gritty head bashing caveman for more mayhem. For this project, I designed all the characters, produced a large majority of the 3D character assets, and played a major part in producing the icons for the User Interface. Unfortunately, due to the closure of Hudsonsoft, the game was cancelled and never released.

Obray Williams
Illustrator / Concept Designer Houston, TX