

This is one of the level selection screens that I designed for Kiwi Run. A player could swipe the screen and drag the map out to reveal more levels. This also allowed this design to fit multiple aspect ratios.

On this level, the Kiwis would jump from ship to ship collecting berries.

This illustration was designed to be the background of most of the UI flows for this game. I kept the values darker and created little contrast so that the interface on top of it would be the focus. The ship design is very similar to the one I used in Kiwi Run. I like to put easter eggs in all of my games for those who care to notice.

The header of this screen is free floating, allowing it to fit any aspect ratio.

This is a simple, skinnable, rig based character. In this game you were able to purchase multiple characters as well as accessories.

I often arrive at work a little early to enjoy a cup of coffee while doing some warm up sketches. This is an example of one.

A fun game concept where you are the Doodle King. The player would have to build a kingdom by drawing it!

An illustration of my wife's favorite pastime.

Cowboy character

Character designs for the game Crystal Casters.

This was a game I worked on for a game jam. It was basically Worms, but with wizards, on a mobile device. I truly hope that someone produces a game like this someday.

Early on we were thinking about making the characters just birds wearing cloths. We ended up going with a more anthropomorphic style.

Originally the game designers wanted robots to inhabit the world. It was decided that robots were too modern and we went with more magical stone golems instead.

The world of RavenSkye was an ancient floating city that was overrun with evil and dangerous plants. These were a few of the concepts.

As you cleared away plants, you were able to place buildings and decorations to keep the plants from growing back. These are a few of the isometric designs.

Very early ideas of what the city could have possibly looked like.