Projects

Various projects I’ve had the opportunity to work on

My Pet flesh monster

My Pet Flesh Monster is a game about taking care of the needs of your monster pet. You can feed, clean, and dress up a selection of up to four monsters. As you take care of it, you can submit your pet monster to pet shows, getting points for how well you score, which can be spent to further train and improve your pet to gain a higher score.

I had a role in Team Yeah as a Concept/UI Artist for My Pet Flesh Monster. I drafted up concept pieces for monster designs as well as room designs for designer and other artists to work off of.

After we left the concept phase for our game, I transitioned to making 2D elements for our game. While this primarily consisted of icons and icon variants for our in-game HUD and menu, I also created pieces that would feature in the main room, such as a picture frame which would display your chosen monster, and variants of the picture depending on your monster’s stats at the time.

I also helped to create a virtual guide book, which players could access to learn more about the in-game mechanics in case they get stuck.

Soul Vault

In Soul Vault, you take the role of an agent sent by a council of magicians to investigate a magical artifact, a strange mechanical box, created by a banished wizard. As you solve puzzles and survive waves of enemies which defend the box, you uncover notes which explain why the wizard created the box, as well as it’s true purpose…

My time on Mumble Mode Studios was spent as a Concept/UI Artist. I created multiple concept designs during our planning phase, mostly focused on the types of enemies that could be featured in our game.

While the concepting persisted throughout the game’s creation, I also spent time working on the UI aspects for our project. Starting by creating several style variants to consult with my team on which art direction we want to go with, I created several aspects for the HUD and Menu for our game, including an inventory selection, health bar, interactive buttons, etc.

With it we leave

In With It We Leave, you take the role of Christina Lyon, an inmate stuck in an isolated facility in the middle of the sea, and the lone survivor of a monster’s rampage. Using tools, you must guide the monster and use their strength to create a pathway of escape, and in the process learn more about there facility you were confined in.

I had various roles while working with the No Pulse Games team. I started as a Concept Artist for the team, specifically focusing on sketching out possible rooms that could be found in the facility, as well as objects and items that would act as props to help fill the room out.

Once we were past the initial phase, my focus was shifted from concepting to developing the UI elements for the game, such as the inventory icons and the tile set for the circuit board minigame. Additionally I took a role to help with 3D modeling and texturing props the would be found in the facility, such as the emergency cases and operating tables.

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