haunting between highways and home. and also making cartoons and games.
there's something strange in the woods behind the gas station
a series of illustrations exploring a story i plan to turn into a webcomic! a story about siblings whit and logan, weird suburbia and magic.
cold and bright and dead on the trees
we've found something prickly in the woods
typical tuesday games
a bunch of little characters and scenes who do not have full stories (yet!)
dead delivery is a narrative puzzle game with platforming elements following a mailman who suddenly finds himself able to travel between living and ghostly versions of his town. players explore relationships between the neighbors and their dearly departed as they deliver messages between the two worlds, while slowly unfolding the mailman's narrative.
made by MICA students lily cui, michelle pineda, amy ryu and i for a final!
i worked on all character animations, using photoshop, as well as character design. i also worked on narrative and level design concepts.
echo is a 2D documentary-style exploration game that follows the journey of a bat, echo, who is searching to reunite with her colony after a cave collapse displaces them. echo uses her echolocation ability to navigate through the forest, avoid a number of obstacles and dangers, and guide the other lost bats to their new home.
maryland institute college of art students don boose, ashley guchhait, glo wan and i created Echo for sam sheffield's 2D level and narrative design class.
special thanks to jerron shropshire for doing the voiceover! sounds were collected and edited from soundbible.com (mikekoenig) and freesound.org (thanvannispen, Halleck, duckduckpony, Taberius).
i did the art and animation for all characters and environment assets.
rust woods is a narrative side-scrolling game with platforming elements following rory, as she tries to win the respect of the animals who rule over the woods behind her highway.
made for a semester-long junior thesis at maryland institute college of art. i did all the narrative and game design, the character design and animations, and inputting all of it into unity. i did most of the c# programming, excluding plugins for camera movement and dialogue trees.
exeCUTE is a mobile phone game where you fight through waves of almost cute monsters by swiping to the arrows.
made as a final project by maryland institute college of art students kelsey burnham, marina guthmann, ben safford and i!
i animated the main fighter, and designed and animated a number of monsters. I also helped with basic c# programming and inputting environments and sprites into the game. this was made with unity.
trailer edited by marina guthmann
cosa nostra is a board game created by MICA students michelle pineda, lily cui, sarah puzio and i for a class. i worked on mechanics design, narrative design, visual concepts and organizing playtests.
cosa nostra is a battle between mafia bosses vying for control of the city. by extorting local businesses, starting speakeasies, fighting gang wars, and making (or breaking) negotiations with rival bosses, each will rise to power.
it is a competitive game for 3-4 players all trying to become the richest boss. players can strategize to control more areas in the city for more businesses to extort, spend their money on more crew members or speakeasies, or use their resources to take control of other players’ territories.
these are all concepts from the time i worked as an art and design intern at brinkbit.
i designed character, environment and narrative concepts for an educational mobile game for nurses. i also helped playtest the mini game concepts.
fruitfull harvest is a collaborative game made by MICA students jess connell, yurie murayama, corey heffernan and i for a class. two players each control a bird on either end of a net, restraining their movement. they must coordinate their flight to close the net and avoid branches, or open it and catch fruit.
i worked on basic programming, UI design, character design and animation.