Welcome to my site! I am a freelance artist specialising in game development based in Brisbane, Australia.
I have been creating games as a hobby since 2007 and professionally since 2015. I have a degree in animation from Griffith Film school and have worked on numerous video games as a pixel art generalist.
As a pixel artist I am experienced in the creation of all game assets, including but not limited to, characters, animation, backgrounds, tiles, and UI. I am also handy with traditional animation, 3d modelling, illustration, and digital painting.
Please take a look at my work and feel free to contact me with any inquiries.
Fantasmithy is a small arcade action game in development by myself and Kyle Burnette. It was conceived as a simple test bed for us to practice various aspects of game development. Characters, scenario, and art are all by me.
Tonfa Princess is a platform adventure game concept I have been working on for several years. Initially conceived as a folio piece I have since developed more assets and concepts for the game and would like to produce it given the chance.
Every year I make my wife a pixel art image commemorating the time we've spent together.
Snapshot is a short typing game made over the course of one weekend for Global Game Jam 2022. I came up with the concept along with my team and provided all of the art for the game.
Tempopo is a 3d puzzle game for which I was the UI artist. I was in charge of designing how the UI would look and feel as well as creating the hundreds of hand drawn assets needed to make it all work.
Unpacking is an isometric zen puzzle game released in 2021. The style was established by creative director Wren Brier and I worked closely with her in the development of the games art. My job was to create the bulk of items for the game as well as clean up blocked in environments created by Wren. I also created several large scale images used throughout the game for things like the title and menu screens as well as a post credits artwork. Exterior environments seen through windows in the game were also created by me.
Additional cleanup and rendering work on the game was done by Michelle Whitehead and Joseph-Paul Silipo. For the title screen I created a pixel art version of Unpacking's key art which was originally drawn by Stacey Richmond. The posted screenshots show the first 3 levels of the game for which I did the majority of the art. Environments were blocked in and in some places rendered by Wren, and she created about half of the items in the child bedroom level. All art in the game was done with the help of detailed feedback from Wren.
On Unpacking I learned how to work quickly and accurately in an isometric perspective and I developed many strategies to draw objects from multiple angles. I also learned a lot about effective project management and art pipelines.
Demon Crush is an action platformer game currently in development. I worked with the team to develop a style which suited their vision for the game and created artwork and animation for characters and environments. Part way through development the style of the game was rebuilt from the ground up based on our experience up to that point to better support the direction the project was heading. Here you can see mock-ups and animation from from both version of the game, all of which I created.
On this project I learned a lot about creating usable assets and pipelines for game art. I created systems for generating automated tilesets and helped to develop a system of asset management that allows automatic export of layered character animation.
This game was in development briefly before being shut down as the project lead moved on to other things. For it I created units which were able to be recoloured in engine in order to create different factions. I also developed many environment and UI assets for the game.
This was just a small job exploring options of a pixel aesthetic for a platformer game. The characters are based on designs by Jeremi Slobert. While it did not go ahead I really like the artworks I did for it.
Scheharazade & the Ensorcelled Sword is a action rhythm game currently in development. I helped to kickstart the project by providing initial character art and animation based on character designs by Maxavier Peterson. Below are some of the animations I created for the game, since leaving the project they have been retooled by Maxavier to suit the current needs of the project.
I worked with Andreas Walters to develop art for a theoretical action adventure game. That project didn't make it to production however we continued to work together to create advertising material for his Embers of the Forgotten Kingdom and Baby Bestiary books.
This was a short contract to develop a character and animation for a survival game concept. While the project did not go ahead I very much like the work I did for it.
Star Hearts is a platform adventure game in development by Arcap Creative. I came into the project as an animator using the style and character designs of Shane Ives. The project is currently on hiatus as the team works on the scaled down prequel Star Hearts: Launch Point. The base sprites for all of these characters where created by Shane. The environment art for the bridge was provided to me, I just made the burning animation.
Run Or Die is an endless runner game which I collaborated on during University. While my art was used during development at various stages for different parts of the project ultimately it was only the main character and her animations which appear in the final game.
This tutorial is me sharing some of the observations I made over the 3 years I spent making Unpacking. I was required to be able to make just about any shape you can imagine and accurately rotate it in any direction in isometric space. All by hand.
The skills I developed to do this revolve around measuring so bust out your ruler and protractor (or a copy of Aseprite) and follow along!
The fundamental rule we’re going to lay down for isometric pixel art is that the z axis points directly up and is always a straight line. The x and y axis point out at an angle (26.565°) that gives us this clean 2:1 pixel line.
The very first thing to understand is how to find an equal length on the x, y, and z axis. The easiest way to visualise this is of course a cube so let’s start there.
Decide the base scale with a square on the ground plane. I’m using a large square here to make it easy to see. You can use any size, however the smaller you go the less accurate measurements will be and the more you’ll have to rely on artistic intuition.
The x, and y axis are identical, just flipped, so to draw a square on the ground plane just make sure each side is the same length. In Aseprite you can hold shift while using the line tool to draw a 2:1 line.
Then to find the height that is equal, draw a line directly upwards from the centre. And then draw a line at a 60° angle from the left hand corner. In Aseprite while using the line tool you can find the angle in the bottom left corner.
Where these two lines intersect is your height. Simply draw a square the same size as your ground square at that height and you have a cube.
Now that you have a cube you know what a square looks like on the x, y, and z axis. Knowing that, you can apply everything you know about measuring normal squares to measuring isometric squares. For example you could find the centre of a plane by drawing a cross through it.
Or find the halfway point by drawing a straight line from that centre.
With that you can figure out how to draw a rectangular prism with the correct lengths on each of those axes. Or easily draw slopes. Simply find the points in space that you need and connect them up.
How about something round? This is where I’ll be sharing some tricks I use, they’re not always perfect but they will get you 95% of the way there without much trouble.
The easiest plane to draw a circle on is the ground. Simply draw an ellipse that is twice as wide as it is high, if it fits into your square you know it has the same diameter as your square's width.
To draw a circle on a side plane I will share a technique I came up with. First measure the desired width of the circle. Multiply that number by 1.4, this gives you the height. Then divide the width by 1.6 (or multiply by 0.625, whatever makes more sense to you.)
Draw an ellipse with these dimensions and rotate it by around 26.565 degrees, and you’ll get a perspective circle just about the right size. In Aseprite use the ellipse tool, pull it out to the correct length and width then continue holding and press alt to rotate.
Now that you can draw a circle you have another tool to do some useful measurements. You can find the distance from a point at any angle. For example, since the diameter is the same at any point around the circle you could draw your cube front on, in isometric!
A sphere is a perfect circle in isometric so if you want a sphere with the same diameter as your cube just make a circle with the same diameter as your ground plane ellipse.
You can even subdivide it using the circles you drew for the cube! That is also useful for figuring out where the top and bottom of your sphere is to place it on the ground.
If you’ve been keeping up so far you can probably figure out how to draw a whole range of shapes and orientations with a bit of problem solving. If you can break down what you need to draw into those shapes you should be able to have an accurate starting point for your piece.
How about a really odd shape? Or something that’s not facing on one of the 3 main axes at all? Here’s a trick I developed which requires a skew tool to pull off. I use GraphicsGale for this but there is a skew tool upcoming in Aseprite.
What we’re relying on is the fact that we know what a square looks like from front on, and we know how to draw a square in isometric projection. So if we can just get a flat image onto an isometric plane we can figure out where any point on that image will be in isometric space.
To convert our desired vertical plane to a straight-on square we can simply take the height of the plane we want and then create a square from it.
To change it back: 1) Draw your image on the square 2) Use your scale tool to squish it to be the same width as your plane 3) Skew the image to the correct angle. And simple as that you have your image on the plane you want.
You can do the same on the ground plane by making a square where the height and width are the same as one edge.
To change it back: 1) Draw your image on the square 2) Use the skew tool to tip it over to the side at a 45° angle like shown 3) Use the skew tool again to push it into the correct diamond shape.
These conversions are usually pretty messy and require a bit of cleanup but they let you draw things that would otherwise be very time consuming. You can even use this trick along with other measuring techniques to create cross sections and build complex 3d shapes.
One last stray trick to note is that if you rotate any plane 180 degrees you will get the reversed image, very handy for rotating objects! Unfortunately to rotate by any other angle you’ll have to bust out the skew trick.
With a bit of creative thinking you should be able to use these tips to draw any shape in any orientation in isometric projection. You might even find they help with animation. Though for more complicated things consider booting up your 3d software!
I hope you took something away from this tutorial, if you did please share it with anyone you think it could help. And please take a look around at the rest of my website. This is my first tutorial here but I hope to make more in the future!