
2D GENERALIST & CONCEPT ARTIST
With nearly a decade of industry experience, specialising in 2D art in indie games. Let's make games together!
PROJECTS

Explorable Planetoids
Client Starbreeze Studios
Date 2023
Project Type Internal Game Pitch
Concept art developed for a game pitch idea featuring explorable planets & other structures in space. The different planetoids provided a fun opportunity to think about the ways different densities, qualities, or features of these objects could provide fun experiences for the player.

Urchins

Urchins was a pitch for a Dickensian heisting game in which you play as a ragtag bunch of powerful orphans. My key responsibilities on this pitch were character concepts, key art painting, and game mechanics illustrations.
Client Starbreeze Studios
Date 2024
Project Type Internal Game Pitch

Thirst
Client Cinder Cone
Date 2022
Project Type Demo Level
'Thirst' was a demo level for a slavic narrative driven vampire metroidvania.
I was the environment artist on this project, and delivered all environment assets from concept through to assembling and lighting the level. I took ownership of gathering reference and developing the style of the game world.
In this demo level I was able to explore more technical aspects of Unity's Universal Render Pipeline, which we'd used on our previous title 'Skeleton Crew', including channel masking, baked & real-time lighting, & localised post-processing volumes.
I also provided Key Art & painterly character portraits, some as original concepts based on character briefs and others as highly polished renders of existing character concepts.
Creative direction by Tancred Dyke-Wells; who was also responsible for in-game character art, animation, and VFX.
Technical direction by Lawrence Bishop

Hortomancer
Client Cinder Cone / Starbreeze Studios
Date 2023
Project Type Internal Game Pitch
Working as a contractor on this pitch for a cosy magic-based terraforming game, my key responsibilities were creating preliminary building & environment concepts, developing a consistent shape language across designs and setting the visual and emotional tone of key art, and developing existing key art, and preparing all existing art for presentation.
Art direction by Tancred Dyke-Wells.

Skeleton Crew
Client Cinder Cone
Date Shipped Q4 2021
Project Type Multi-platform title
I handled the bulk of environment art on Skeleton Crew; concepting, realising, & integrating assets within the levels. I had full ownership of the lighting systems in the game using Unity's Universal Render Pipeline; and worked extensively with our code base's components to build & enhance layered visuals throughout the game's three regions.

Dragon's Watch

Client The Secret Police
Date Shipped 2017
Project Type iOS App
On Dragon's Watch, a P2P RPG with gacha character collection as its principle focus, I was responsible for designing & animating characters and various regions & level environments within the game, working within Unity to structure and test assets. I also took ownership of designing & integrating the visuals of UI systems, particularly within the P2P arenas.
