Wednesday, December 11, 2013
Full Color Self-Portrait with Process
Friday, October 25, 2013
Happy Halloween!
So there I was, listening to Janelle MonĂ¡e ("Dance Apocalyptic," in case you were wondering. I know you were.), looking at pictures of red pandas, and vaguely wondering what to be for Halloween.
Here's what happened.
Tuesday, September 10, 2013
Tuesday, August 20, 2013
Wednesday, July 10, 2013
Ancient City
I took inspiration from the Ajanta Caves in India and the Vardzia cave monastery in Georgia for this concept piece of an ancient city.
Monday, June 24, 2013
Castle Paintovers
I love doing paintovers. They let me play with mood and color a lot sooner because so much of the content and composition is there already.
Sunset
Friday, June 21, 2013
Monday, May 27, 2013
The Lonely Giant
Here are three illustrations from The Lonely Giant, a Scottish fairy tale.
The giant asks his human friend how to cure his loneliness. Knowing that he could never marry her, she tells him to find a giantess to be his wife.
He wanders the shoreline in search of a giantess.
The giantess rejects the giant for being too small, and hurls him into the sea.
Tuesday, April 23, 2013
Sunday, April 21, 2013
Friday, April 5, 2013
A Fistful of Duckies Brochure
Outside
Doing some graphic design this week in preparation for DigiPen's Career Fair. Here's the team brochure for the game. A stack of our business cards will be paper-clipped inside over the whales.
Inside
Thursday, March 14, 2013
Graveyard Concept Art
Concept art for the graveyard level of the Halloween theme.
Franken-duckies & gravestones by Jon Gardner. Bats by Terrana Cliff. I did the rest of the painting and the final composition.
Tuesday, March 12, 2013
The New and Improved Edge of the World!
Update to the Edge of the World level: new colors for sky and masking flats help distinguish it from the previous pirate-themed level, and background clouds add depth and interest. Woo!
Sunday, March 3, 2013
Brown? We don't need no stinkin' brown!
Next up we're making a pumpkin patch level for the Halloween theme. I'm having fun interpreting earth tones with our limited vibrant color palette.
Drawings by Jon Gardner and Terrana Cliff. I did the painting.
Monday, February 4, 2013
Sunday, February 3, 2013
Kraken Battle!
Level 3 (Act 3 of the pirate theme) features an underwater kraken battle! In support of our cut-out shooting gallery aesthetic, we decided not to aim for wave action on the tentacles and are treating them instead like flat pieces being controlled by sticks from below.
My team mate, Jon Gardner, did the initial character exploration. I then made final adjustments to the line drawings before taking over at the color exploration phase and carrying it through to final polish.
Tuesday, January 29, 2013
Thinking with Post-its
For A Fistful of Duckies, our team was doing a lot of talking about chains of events, which menus needed which buttons, when we should present information to the player, what calculations would need to happen when so that the game would play well and at least somewhat resemble the loan repayment process in real life. To make the conversation clearer for everyone, I got a bunch of post-its and made this flow-chart of how I imagined the game would go. Then our game designer, Anthony Murray, took over, made adjustments, and implemented it in accordance with how the game actually evolved.
Wednesday, December 19, 2012
Return to Guache
Dusted off the guache tubes and made this little painting of a snake plant. Had a good time, remembered a lot of things, and learned a few more.
Friday, November 30, 2012
Underwater Stage
Level 3 (act 3 of the pirate theme) is an underwater level, so I got to make a whole new stage complete with sand ground rows, water masking flats, and a god ray backdrop.
Tuesday, November 27, 2012
The Edge of the World!
In Level 2 (act 2 of the pirate theme), our friend the pirate ship sails to the waterfall at the edge of the world. Sure, why not.
Monday, November 19, 2012
Choice Menu
Between rounds, the player interacts with the carnival barker host, learns new concepts, and makes strategic choices which determine how hard it will be to make future round payments. These choices are where the real life financial concepts really intersect with our carnival metaphor.
Monday, November 12, 2012
The Happiest Whales!
Level 1 (Act 1 of the pirate theme) features a big blue whale. At the end of the level, a ship carrying barrels of ink crashes against a rock, dying the water rainbow colors. Then our whale returns to show off his snazzy new look. Jon Gardner did the line drawings. I did the paint and final polish.
Tuesday, November 6, 2012
A Fistful of Duckies Title Screen

The Barker character was designed and drawn by our animator, Parker Pierce.
Friday, October 19, 2012
Targets
A Fistful of Duckies is - even under all its ambition to be a learning game about debt repayment - a gallery shooter. Couldn't have a shooting gallery without targets! Many of these are specific to the pirate theme (Levels 1-3), and some will be reused throughout. We're aiming for a flat cut-out aesthetic, so the targets will move in XY space as if controlled by mechanical means - sticks, pulleys, ropes, etc.
Hanging hat monster and jackalope drawn by Parker Pierce. Pirate duck drawn by Jon Gardner. I drew the rest and painted them all.
Thursday, October 11, 2012
Endangered Species
I'm exploring the idea of making a triptych of posters featuring three endangered species. Here are some of the drawings I did to familiarize myself with the animals.
Tuesday, October 9, 2012
Pirate Set Pieces
Here is a collection of set pieces for the pirate-themed levels.
Drawings by Jon Gardner. I did paint and final polish.
Monday, October 8, 2012
Pirate Level Concept Art
Here's a stab at the target look & feel for the pirate levels.
The "minimum-wage ducks" up front will always be available, but they are worth so few points that the game is not winnable unless the player also hits more difficult targets.
Sunday, October 7, 2012
Fistful of Duckies Style Guide
This is going to be a long post, but it has lots of pictures, so bear with me.
Pre-production is coming to a close and parts of production are well underway now for my team's senior game, A Fistful of Duckies. Here are some of the pages from our style guide.

Farm Blitz and Dragon Box were also two of the games that originally got me interested in the learning games and games for change space. Combining learning objectives with truly engaging game play is an ambitious challenge, and both games carried it off beautifully in their own way.
We want a combination of dark, creepy, and cute for our game. I absolutely love the color palette and chalk pastel texture of the Monsters Inc. concept art. Shaun Tan's monsters are adorable and weird, and Rayman Origins gave us a great solution for readability: smooth gradient cell shading on the characters, lush painted textures in the background.
Parker Pierce designed our carnival barker host. I wrote the character description and designed the color scheme.
My job as the Art Director is to make sure everything fits seamlessly into our world and supports the artistic vision for the game. These ground rules are a starting point to keep everything looking unified.
Our game has a limited palette to emulate the inherent restrictions of a single box of chalk pastels. By playing two divergent colors off each other instead of mixing a middle point, we'll be using optical mixing for extra vibrancy and texture.
Target objects will be lighter and stand off from the darker scenery and background pieces.
Amendment:
We've added Terrana Cliff as another Prop Designer & Concept Artist as of Jan. 2013, and Justin Jacox is now our sound designer.
Tuesday, October 2, 2012
Barker Color
Parker Pierce, our animator, has been working on the character design of the carnival barker host. My job was to design his colors so he'd fit nicely in our painted world. The barker will be animated in Flash with vector gradients, and everything else in the game is painted in Photoshop.
The final color choices we taken from the same limited palette as the rest of the game. I included call-outs of which colors made up the gradients to make it easier for Parker, our animator, to replicate the look in Flash.
Our character was looking pretty generic up until we decided to play homage to a beloved former professor by incorporating iconic features and personality traits into the design. Round two of color thumbnails reflects those updates.
Here's the very first stab at color for the barker. In the final game, the character will be standing in front of the booth and the player will only be able to see from the waist up. We know he'll be against a fairly dark curtain, but we aren't married to green yet.
Friday, September 14, 2012
Study of a Rose
I was having a pretty crummy day, so I made something to improve it. I don't often have roses in the house, so I took advantage of the opportunity.
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