Dating is hard. Dating as a cannibal? Good luck! Project built in Twine 2.0 for the "Worst Visual Novel Ever" game Jam.
This was my very first solo game jam and first solo game project.
Master's Film Project: The Statue
The Statue is a currently ongoing project as a part of my Master's thesis and degree in the Creative Industries.
The story is a retelling of the Pygmalion Mythos through a queer lens, and sets to examine how the nature of mythos and fairy tales are reflective of the society that they are hence produced for.
The project's trailer will be completed my the end of 2024.
Heavy Magic is a game project in early development, concepted during my time at the Screen Queensland Games Residency, alongside fellow resident Coen Hooper. For this Project I have been the lead concept artist, character designer and environment concept artist.
This project has also allowed me to delve back into more in depth 3D work through modelling and animation.
The game idea takes heavy influence from wrestling, dungeon crawlers and drag performers. Each of these elements I have tried to capture as best I can in the sketches, designs and concepts that I have put forward here.
This project has allowed me to really challenge and explore my own personal art style, through character and anatomy, by pushing the limits of how I draw the Human physique, while still ensuring that it will transfer correctly into a 3D form.
The Protagonist, Dingo, has a unique challenge of appearing tough yet friendly, earlier iterations of the design lean more towards the wizard motif, and tend to appear older (from the beard).
Having a shorter, stocky build with a less tapered in waist gives the character a more likeable build, while the costume of a purple flowing skirt is remiss of a wizardly robe (perhaps it was once and then he cropped it?)
The initial designs of a cape either lend themselves to be very wrestler-like or very wizard-like, so the need for a balance between the two led to the choice of a much simpler cape design. The blet accessory is designed to be a collection based element of gameplay, so while empty of gems, must still look good, while also feeling incomplete.
The design of the first boss encounter was pitched to be form of kelpie witch, with the primary reasoning being that you would then be able to Supplex a horse. I was sold on that reason alone,
When designing the witch, the most challenging part is ensuring that both parts of the design are coherent with each other but still have a distinct design. For this design, I took inspiration from Clydesdale horses, and related it to the large fuzzy boots that some female Japanese wrestlers will wear.
Elements of fishhooks, skulls and moss indicate that this character is aquatic and dangerous.
The current low level enemies are designed to be varied with different attack styles and way to defeat the player. The small purple ones with the beaks are the most common, and are almost solely magic casters, while the larger enemy types will utilise magic less and attacking directly more.
The final set of designs in this section is actually a mini-boss design, inspired by Japanese Sumo and medieval knights (and of course, frogs).
Environmental design is not often my strong suite, but with this project I have found it to be unique and enjoyable challenge.
The developer for the game had already begun making some rudimentary layouts in game for each level, and it was my job to take those designs and theme them appropriately.
Another exciting part of this project was the decision to have exposition and cut scenes made from comic style panelling, which really allowed me to play around with space and shapes in a new way.
Carrot Commotion is a recent project I have been working on, starting in 2024 with other members of the Screen Queensland Games residency. For this project I have taken on the role of character artist and social media manager, which has allowed me to work more on my video editing and filming interests.
Current game introduction video, made using Adobe After Effects and Premiere Pro.