Safe Space Labs (2024/2025)
Concept Artist and 2D Artist
NDA project, preview reserved for industry/professional purposes - contact me for more details if you are actively recruiting for a creative project.
Toto Zoo (2024)
Concept Artist and 3D artist
NDA project, preview reserved for industry/professional purposes - contact me for more details if you are actively recruiting for a creative project.​​​​​​​
rendezvous (2024)
Illustrations and graphics
An indie sci-fantasy tabletop RPG with unique influences from western esotericism and retrofuturism. I have been tasked with developing the logo for the game as well as a series of black and white illustrations depicting the races and classes featured in the rulebook. These illustrations were produced in a week turnaround and demonstrate my capabilities to produce work under tight deadlines.

You can find and purchase the game here: https://nightfella.itch.io/rendezvous
Final logo designs.
Final logo designs.
Logo concepts.
Logo concepts.
Terms & Conditions (2024)
Lead Artist, 2D/3D assets
At StudioPilled, my role was to spearhead the art direction of the game by providing concept art, 2D/3D game assets, and establishing the style guide for artists to capture the desired vibe for the game inspired by PS2-era graphics and the Y2K/Frutiger Aero period of the internet.

You can play the game here: https://jesticidegames.itch.io/terms-and-conditions
ECHOES OF THE ABYSS (2023 - game jam)
visual development
Originally as a submission for Scareverse Jam 23' under ByteBeans Studio, The main focus was placed on utilising art fundamentals to capture an eerie atmosphere and tone for the game through concept sketches and illustrations, as well as creating in-game assets. This portfolio piece aims to showcase my multi-disciplinary approach to art and design in the production of a creative project.
Artwork used for the game's menu screen.
Artwork used for the game's menu screen.
WIP shots for menu artwork, iterating camera shots and developing the scene within Blender through kitbashing.
WIP shots for menu artwork, iterating camera shots and developing the scene within Blender through kitbashing.
Monster presentation art, including early iterations.
Monster presentation art, including early iterations.
Monster design exploration. I was tasked with following a pre-made design
Monster design exploration. I was tasked with following a pre-made design
Monster sprites, separated into parts that would be put together in animation.
Monster sprites, separated into parts that would be put together in animation.
Player character sprites, ditto from monster sprites. Plus static sprites of the dying NPC.
Player character sprites, ditto from monster sprites. Plus static sprites of the dying NPC.
Player character concept sketches and colour passes.
Player character concept sketches and colour passes.
Style guide, exploring how colours and values could be utilised and contrasted to communicate the narrative of the game.
Style guide, exploring how colours and values could be utilised and contrasted to communicate the narrative of the game.
Though not as vital as my visual development role, I contributed with the production of 3D assets.
Though not as vital as my visual development role, I contributed with the production of 3D assets.
Concept sketches for the test tube asset.
Concept sketches for the test tube asset.
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