

| illustration | software | languages (all fluent) |
|---|---|---|
| CLIP STUDIO PAINT | GameMaker | English |
| Paint Tool SAI 2 | RPGMaker | Dutch |
| Procreate | Unity | Russian |
i had a lot of fun coming up with little details - making Zeemyth's hotbar a belt, giving Veil a helmet and making Euri's buns looks like bear ears because the mask somehow reminded me of a bear.

concept sketch of a character based off the missing texture. i decided to experiment with a limited color palette, using different sizes of squares and dithering to break up the design.

scaled down pixel art version of the design from a project i ended up using this character in. it was a challenge to fit in everything while keeping it recognizable, but i learned a lot!
persona's!
my current persona! you can also see them on the first page of this website.its design is heavily based on my actual appearance and my favorite items of clothing i own in real life.i landed on pretty much literally myself after a previous attempt at a self-insert, mascot, whatever, didn't connect with me the way i felt a persona should.
for my previous "mascot" i focused more on the colors and the vibe - i did like how the design turned out.it was full of loose elements i liked, and its minimal color palette allowed be to experiment with colors around it in different ways,but it didn't feel like a representation of me.
an assignment for our character design subject was to make a character that would visually fit into the Legend of Zelda universe.
we had to walk through the entire process - design analysis, concepts, the 2D design and having to make it into a 3D model.
concept / 2D

an assistant's vision after
i explained the character idea i had.

"final" with the incorporated feedback,
but still sticking to my own vision.
3Di am not at all a 3D artist and this was a struggle, but i got through it! i did it!
made with shapes from a provided blockout file, there were some parts like the hair and face that were later smoothed out in sculpt mode.

sculpting the head was my first experience with the sculpt mode.
i included smaller details like the horn nubs
and flatter snout after referencing the official LoZ models.

retopology, also for the first time.
we did not have to rig the face, but i left a gap
for the mouth for practice.

final! i left most things flatcolored except for the Secret Stone, as it was connected to the character's species/lore.

@starlooping on Tumblr

@systelon on Tumblr

my attempt!
inspirations:
- The Magnus Archives:
The Spiral
MAG183 - Monument- House of Leaves- BEDROCK.ZIP I + II-MyHouse.wad
my "proper goal" for the game was to create a sense of repetition, a recognizable pattern, and then to break it. one of the ways in which i did that was keeping the colors of the three main areas tied together.it was a deliberate choice to use GameMaker for this project, as I was interested in trying something new and we had only been taught Unity until that point. this also led to me more confidently trying out coding solely by myself, as i chose to use written code instead of visual scripting but still understood what i was typing as opposed to copy-pasting Unity code that i hoped did what i thought it would.
i could not decide on a direction to go in with this project for a long time,
until BEDROCK.ZIP II released right after our study trip to Berlin.BEDROCK.ZIP is essentially Mark Z. Danielewski's House of Leaves translated into the format of a Minecraft ARG, a combination of two things i love a LOT.part II provided a new character's perspective on the events from part I, which made me want to create something based on how i experienced and interpreted both parts in turn...so i did!
as the main source of inspiration was made in Minecraft, it was only fitting to use pixel art, which also limited the amount of detail i could put into certain assets, but added cool effects like the usage of dithering instead of "smooth" gradients.a lot of the process and thinking the idea through happened in my sketchbook - such as some of the art, to later transfer it and preserve that "scratchy" look in the pixels.it took me a while to figure out the "layout" and logic of the area.
i considered putting some kind of cryptic message at the end, but decided against it as the game was too short to provide any real lore or context.
after all, i wanted the experience to be confusing like a mismatch of puzzle pieces, not a message you can't decipher and give up on making sense of.
inspirations:
- Slay the Princess- Keep Talking and Nobody Explodes- The Stanley Parable- Stories Untold- "classic" horror RPGMaker games (Ao Oni, Witch's house, Ib, Mad Father, etc.)

each horseman was also assigned a domain. conquest’s domain had the ferryman row through a church, empty and silent, but with the centerpiece still intact; the aftermath of what earned the horseman of conquest its crown, given form in a window of stained glass.
instead of crashing through it and shattering the glass, the boat simply passes through it, everything having been only an illusion.i had also made some concept art for war's domain - it was meant to be a wide, open space, contrasting with the other domains, but dreadful in its own, inescapable way. we took inspiration from concepts like the ocean surrounding the maw from Little Nightmares and SCP-2316, "you do not recognize the bodies in the water".
the idea of Tineatus was a journey through the afterlife, where the player played the role of the ferryman with the passengers being representations of the four horsemen.each artist from the team designed one of them, with me taking on conquest. for its design, i directly referenced the biblical passage:
[...] "Come!" I looked, and behold, a white horse, and he who sat on it had a bow; and a crown was given to him, and he went out conquering and to conquer.
— Revelation 6:1–2 New American Standard Bible
we agreed to keep the horsemen humanoid, but not human - so i chose to give conquest hooves and to have its crown physically be a part of it, as well as keeping it faceless - when one is in a position of power, it influences and often overshadows who they are (or in this case were) as a person.


initially, one of the concept designs included conquest itself, but was later scrapped in favor of the tree, as the horseman would neither have claimed its title nor have looked like it did in the game at the moment of the event pictured. with the domain, it also felt like it focused too much on the horseman visually rather than thematically, with it sitting right in front of the player as well.
for the physical aspect and the immersion, our team acted out inviting the player into our experience - they are the new ferryman, this is their new job, and with a job comes a contract.for this, i had designed and printed a contract that the players would have to sign, singing the paper to really sell that older look and adding a stamp to make it more official.the contract consisted of two parts - one detailing what the player could expect from the experience such as loud noises, flashing lights and motion sickness.the other spoke to the ferryman, detailing the rules of the job, such as not being allowed to speak to the passengers.

bowl mended using kintsugi and its shard

matching friendship bracelets given to the player by one of the kid NPCs! :D

empty canvas

crowbar

drawing by one of the kids of them and their friend hanging out!

flower crown

kaleidoscope

magnifying glass

megaphone

an ornate mirror. say hi to yourself!

handmade (paw-made?) necklace

a bird made a nest on your statue!

empty can of pesticide

petition

budding seeds

a kid NPC's plushie! (ver. 1)

plushie v.2, after we got feedback that it looked sad

mysterious tool

top hat

watering can