Project Type: Game Assets

Projects where I was responsible for artwork that is directly used in-game.

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  • > deploy helper bot

    > deploy helper bot

    > 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 Card Frame Design

    Karuta Card Frame Design

    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.

    choco orange frame
    Chocolate Orange
    ming vase frame
    Ming Vase
    hanging scroll frame
    Hanging Scroll
    carnation frame
    Carnations
    tipsy frame
    “Tipsy”
    baroque frame
    Baroque
    karuta frame restrictions
    Restrictions of frame designs
    frame dye example
    Example of an in-game card, dyed in a different colour
  • Godhood: Icons and Islands

    Godhood: Icons and Islands

    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.

    totem icons
    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.

  • Renowned Explorers: Quest For The Holy Grail DLC

    Renowned Explorers: Quest For The Holy Grail DLC

    renowed explorers quest for the holy grail

    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.

    renowned explorers backgrounds
    Event pictures – background illustrations of various locations
    renowned explorers characters
    Portraits of generic villager non-playable characters
    djinns characters renowned explorers
    Designs for the Djinns
    djinn princess design sketches
    Design sketches of the Djinn Princess, along with her in-game portrait
    infrit sorcerer design sketches
    Design sketches for the Infrit Sorcerer and in-game portrait
    infrit sorcerer animations
    All the poses and animations I made for the Infrit Sorcerer
  • Godhood: Nature and Building Assets

    Godhood: Nature and Building Assets

    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.

    monument sketches
    Sketches for various statues and monuments.
    temple complex sketch
    A temple complex with different extensions, each acting as an upgrade to the shrine, improving it’s ability to train disciples in the game.
    temple extensions sketches
    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.

    leopard shrine design process
    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.

    Residential Buildings

    early game building sketches
    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.

    residential building designs
    Sketches of residential buildings.
    residential house asset
    Finished residential house assets.
    villager building designs
    Sketches of villager buildings; marketplaces, spas and taverns.


    Nature Assets

    godhood nature asset designs
    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.

    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

    Aurora Trail

    story illustration prologue

    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.

    character design sketches
    Design sketches for the main character, Holt
    model sheet Holt
    Model sheet for Holt
    staircase animation
    Concepts of a staircase with different lighting and patterns.

    BewarenBewaren

  • Catastrophic Dinner

    Catastrophic Dinner

    Catastrophic Dinner started as an asymmetric VR game made for the Global Game Jam 2019 I made with Joeri van der Velden, Pim Rutten, and Sander Verbeek.

    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!

    Paint Over!

    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.

    This game is the result of 2020’s Global Game Jam.

    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).

    Closer view of the UI elements I designed