As a sprite artist for the fan game remake of Xenosaga Pied Piper, I was responsible for recreating character sprites with high fidelity. Due to the limited availability of original assets, the creation process required meticulous attention to detail, with each sprite being crafted from scratch. Aseprite and Photoshop are my chosen software for designing these new sprites, allowing for precise control over each pixel.
In this role, I collaborated closely with Cyclone Fox, a Game Developer and Designer, to ensure that all assets align with the game's design specifications. I regularly share progress with the larger team to gather feedback and ensure that all design constraints are met effectively. Each sprite is carefully constructed, with an emphasis on accuracy and adherence to the original aesthetic of the game.
Though the project is ongoing, the Project Lead has expressed satisfaction with the quality and accuracy of the sprites produced thus far, reflecting the success of our collaborative efforts. When referring to the sprites I created, CycloneFox said: "Great work! These look super good." and "What is there is much better in quality. I'm also extremely happy for some of the screenshots like parts of the police station or better screenshots of the sprites I couldn't find online. I would like to use them to improve my own sprites."
For Project: Wong, an independent role-playing game, I was responsible for creating environment sprites using Marmoset Hexels. Working from reference images, I developed assets tailored for a bird’s-eye view perspective, ensuring that each sprite met the specific design requirements. The assets included top-down grass, earth textures, bridge segments at various angles, and interactive objects like urns and chests, both in open and closed states.
In addition to sprite creation, I contributed to scenario planning, collaborating closely with Ashley Wong, an artist and Game Designer. Our combined efforts resulted in meticulously crafted assets that perfectly suited the game’s needs.
The client was highly impressed with the quality of the work and expressed a strong interest in collaborating on future projects: "Design constraints were effectively met with environmental art that I'm proud to put into the Project. Thank you for your highly valued contribution" - Ashley Wong
Slime Run is a mobile endless runner game that I developed from the ground up using the Adobe Software Suite. Drawing inspiration from popular mobile games, I designed both the game mechanics and visuals to create an engaging and polished experience.
As the sole developer, I managed the entire development process, from initial design to final deployment on both Android and iOS platforms. Throughout the project, I sought regular feedback from my Module Tutor, Zayd Dawood, and conducted play-testing with fellow students to refine the gameplay.
The game features a complete, engaging gameplay loop: The project received positive feedback, and I gained a deeper understanding of the Adobe Software Suite for advanced mobile game development.
For a 3D game project, I was responsible for creating and implementing a variety of sound effects and background audio. Using practical techniques, such as recording the sounds of hitting metal and crunching crisps, I crafted unique audio elements. These sounds were produced using Reaper, FL Studio and then integrated into Unreal Engine 4.
Despite being new to Unreal Engine 4, I successfully learned how to implement the audio effects at the desired moments within the game. The entire audio design was handled by me, with the sought feedback from my Module Tutor, Will Masek.
The project received positive feedback, particularly for the effective and appropriate use of sound throughout the game: "Sounds you have created here really fit this arena-style game very well, the ambient background music/sound especially. This is a good submission which showcases a lot of what you have learnt this semester, good work" - Will Masek, 2018