> deploy helper bot is a sci-fi puzzle game created in 72 hours for the Ludum Dare 51. The AI of a stranded spaceship sends out helper bots to restart the console, but each of the bots only lasts 10 seconds. The game is freely playable at https://chartle.itch.io/deploy-helper-bot. We ranked #125th out of 2412 entries.
I created all artwork for the game, including the main character, props and the isometric tileset, as well as all animations. I also implemented all artwork myself in Unity.
Karuta is a collectible card Discord bot, that allows players to collect their favorite anime characters as collectible cards. These cards can be further customized, upgraded, and traded with other players.
Joining the design team, I regulary pitch card frame ideas to the staff. After pitch and sketch have been approved, I create fully rendered card frames keeping the technical restrictions in mind.
In Godhood, players create their own religion through commanding the people’s virtues and vices. The people are inspired to construct temples, and prepare disciples to convert unbelievers in special battle rituals. The gameplay is similar to sports management games, with automatic battles and training disciples for those battles.
I had worked on Godhood before, when I explored the look of the buildings and nature. Two weeks before Godhood would officially release, I was asked to help out with drawing a bunch of UI icons, items and island maps.
Relic items
Totem icons for unique personality traits of characters
More information about the game Godhood can be found on Steam. The game was announced to enter Early Acces in July 2019 and is fully released as of 11 August 2020.
At Abbey Games I had the opportunity to work on the last DLC for Renowned Explorers. This became The Quest for the Holy Grail, an Indiana Jones themed expansion set in the Middle-East. I worked on character portraits and animations, but also event illustrations and some props for an unused arena.
The Quest for the Holy Grail was released on 13th December 2018 as a free expansion to whoever who already owned the Renowned Explorers: International Society base game.
Event pictures – background illustrations of various locationsPortraits of generic villager non-playable charactersDesigns for the DjinnsDesign sketches of the Djinn Princess, along with her in-game portraitDesign sketches for the Infrit Sorcerer and in-game portraitAll the poses and animations I made for the Infrit Sorcerer
During my internship at Abbey Games I mainly worked on their upcoming game Godhood. In this game, players create their own religion through commanding the people’s virtues and vices. The people are inspired to construct temples, and prepare disciples to convert unbelievers in special battle rituals. The gameplay is similar to sports management games, with automatic battles and training disciples for those battles.
The game was not yet in production, so my work mainly consisted of creating sketches and idea iteration, as well as creating test assets. A lot of the work shown on this page has been changed since and is not present in the final game.
Temples and Shrines
I was asked to design various buildings in the game, such as the temples used as training grounds for the disciples. The gameplay changed a lot around these training facilities; in the beginning each stat had it’s own temple design, whereas later players could choose which stat they wanted to dedicate a temple to.
Sketches for various statues and monuments.
A temple complex with different extensions, each acting as an upgrade to the shrine, improving it’s ability to train disciples in the game.
Early in the design progress, we mixed and matched the extensions to see what looks best.
As a test, we decided to take one of our shrine designs to a final level of polish to get familiar with the asset production pipeline. Creating a final asset in Abbey’s game engine involved creating multiple images per asset: each object has a diffuse, normal and hight map layer which gives the 2D assets a distinctive 3D feel.
First iteration of the Shrine of the Leopard. The shrine was designed as such that players could choose between different animals to dedicate the shrine to.
Morning
Afternoon
Night
Residential Buildings
Sketches for early game buildings. The idea was to start with wooden structures which could be upgraded to stone buildings later in the game, but this proved to be too costly.
Disciples and villagers need a place to sleep, too. So we designed houses for them, which they would build themselves instead of the player. We also came up with the idea that villagers would build places of entertainment according to the virtues of your religion. In a religion of love, for example, brothels might appear between the villager houses.
Sketches of residential buildings.
Finished residential house assets.
Sketches of villager buildings; marketplaces, spas and taverns.
Nature Assets
An overview of the asset designs and finished assets I made.
At the end of my internship I worked on a new pass of nature assets. We researched tropical rainforest vegetation as well as how to create good-looking normal maps for round, organic shapes.
Morning
Daytime
Evening
Night
Note that not all assets in these screenshots are made by me, only the ones in the first image. Apart from actual vegetation assets, we also experimented with the texture of the ground plane.
More information about the game Godhood can be found on Steam. The game was announced to enter Early Acces in July 2019 and is fully released as of 11 August 2020.
Aurora Trail is a puzzle adventure game wherein you play as much as the wooden golem Holt as the camera surrounding him. On Holt’s way out of the temple of his creator, you have to lead him along puzzles and obstacles. But, as soon as one of your body parts overlaps with a pattern with the same color, you’ll lose it!
The full version of the game has been released on January 24th, 2018 and can be downloaded for free on Steam. During this project, I was responsible for various concept art and promotional illustrations, as well as some 3D models.
Design sketches for the main character, Holt
Model sheet for Holt
Concepts of a staircase with different lighting and patterns.
Concepts of the exterior of the temple.
Story illustrations used to pitch the game and as promotional material.
In Catastrophic Dinner, the VR player is trying to make his apartment ready for a romantic dinner with his girlfriend. His cats, the non-VR players, try to turn the date into a disaster by throwing plates from the table and turning the lights off.
Being the only artist on the team and not very experienced in creating 3D models, we decided to depend heavily on free asset packs found in the Unity Store. Where these packs didn’t offer what we needed, I created new assets in the same style, such as the cat towers and the wine rack. Naturally I also did the UI and the title and end screens.
We received quite some positive feedback on our game, so we decided to continue development. We wanted to add more levels with different situations the cats could mess up, and thought of different types of cats to choose from to play with.
Sadly, the project came to an halt in August 2019, partly due lost interest and the extremely small niece there is for asymmetric VR games.
Paint Over! is a local VR multiplayer game for two or more players (Oculus Rift, Oculus Quest and OpenVR supported). The game is also playable without a VR headset.
One player takes on the role of restorer and attempts to restore a painting to its correct colors, receiving instructions from the other player, who consults the painting catalogue (http://paintover.org) The restorer communicates the subject and shapes of the painting; the other player looks the painting up in the catalogue, and then communicates what color each element in the painting is supposed to be. The restorer then corrects any errors, all within the time limit.
During this jam I was responsible for the painting designs and the UI. As one of the diversifiers of this year’s Jam was to use a art deco style, so we decided to style all the UI and furniture to the 20s.
I made three painting designs with each two more versions with small variations, such as more or less apples. Each of these variations would have three wrong colorations that could appear in game, scaling from easy (small changes), medium and hard (large colour areas to change).
Three main designs
Cat with apples variations
Title screen, controls and endscreens (losing and winning)