illustration & game design ~ available for freelance
Together with developer Aran Koning I created a jam game for Ludum Dare #31. The theme was “Entire Game on One Screen”. The game is about a Manatee who’s in love with an Aardvark. Here you can download the result!
“Island & Aardvark sketch”
I’m currently working on Glitchnap’s new game Sentree, together with 3D artist Erwin Kho and sound designer Martin Kvale. I’m creating the concept art, while Erwin turns it into 3D low poly art for the game. I’ll be posting more sketches and art soon via Twitter and my website, but here are some first images :)
“Hero & Antlers”
“Hero concept with cape”
“Antlers concept sketches”
“3D low poly models by Erwin”
I had the amazing opportunity to work on my own Lizzywanders DLC Art Pack for the musical platformer Sound Shapes for the PlayStation 3, 4 and Vita. With the level editor you can use my art to build your own Sound Shapes levels. Here is the blog post on the PlayStation website and click here to see the trailer for the art pack!
Sound Shapes is developed by Queasy Games and SCE Santa Monica Studio and the Art Pack is accompanied by I Am Robot and Proud’s funky music. The scenes in the trailer were shot by Mark Rabo.
Thanks to Colin Mancer for animating it all and making it ready for the game.
“Colors & assets”
“Level build in Sound Shapes”
I participated in Super Game Jam last May together with the awesome Tom Francis who made Gunpoint and is now working on Heat Signature. It was a very fun and unforgettable experience! In 48 hours we created SimAntics, a two-player competitive anteater simulator.
Super Game Jam is a documentary series about making video games in 48 hours by filmmakers Bram Ruiter and Daniel Oliveira Carneiro and is published by Devolver Digital. The final episode featuring Tom and me is now available on Steam together with the first four episodes and games. You can watch the trailer here! And here you can read Tom’s postmortem.
“Tom & Lizzy”
Vlambeer asked me a while back to create a piece to celebrate their 2.5 year existence. It has been almost 4 years now, so I think it’s more than time to say: congrats JW and Rami (and everyone who worked with them) for inspiring so many developers and for being awesome!
Can you discover all their games? ;)
In my previous post about the creation of Nott I showed some concept art of Nott’s potential sidekick. As soon as the theme of the game was decided I pictured Nott with a cuddly friend on her side. Since Nott is night personified in Norse mythology, I figured her friend needed a name that stood for both night and sleep, hence the name Nox.
It was obvious to me that Nox would play a significant role in her story, like stuffed animals do in our own childhood. They make us feel safe, their texture and smell means everything. I remember my own favorite stuffed toy (“Beer”): a white dog with a small bright red bow on its head. After years of cuddling and drooling on it, it looked hideous, but it was my hideous thing.
Here are some early concept sketches of Nox. I decided to put him in a sleep outfit, just like I did with Nott. The big version of Nox was based on an idea for another game concept of ours.
“Nox concept sketches”
I started designing in Illustrator. The color changed from blue to a more greener tone, because it complements the purple of Nott’s outfit and makes Nox stand out. I added extra elements like a patch and buttons. It was a lot of fun creating all of Nox’s expressions.
“Nox character design”
Nott’s helping friend and means of transportation is Koddi, her soft fluffy pillow. Koddi symbolises a connection between the bedroom and the outside world. I struggled at first to find a definitive form for Koddi, in part because it functions both as an interactive and as a thematic element.
These concept sketches and Illustrator concepts show Koddi’s development.
“Koddi concept sketches”
“Koddi character designs”
The time came to create Nott’s forest friends. I wanted these creatures to be iconic in shape and line work. They had to be recognizable and animal-like, but still be unique and not direct copies of animals. Some of my favourite inspirations were the fox, owl, deer, tarsier, lynx, koala, hedgehog, and wolf. I wanted to differentiate between species, so for example I didn’t include a wolf and a fox, because they’re the same species. Also, they had to be nocturnal. I asked Developlay about animals that young children know, love and hate. From my and Developlay’s research I chose five animals: deer, hedgehog, owl, fox and koala.
Once the animals were decided I immediately started to think about their looks. I made a quick sketch that included all the animals so I could define their shape, height and features. After that I sketched all of them separately.
“Forest characters idea”
Their names derive from the Dutch identifiers and are inspired by short sounds children make: Hett, Ogg, Oll, Voss and Berr.
“Forest character sketches”
Here are some process designs of the changes and coloring of all the characters.
“Forest character designs”
Finding the right color for each of them was a challenge. They need to stand out from their environment and fit the color tones of the overall style and world. To make them more imaginative I used colors that were bright and distinctive.
You can see I changed mostly the deer’s face and looks. He looked a bit too scary and his posture needed to be shifted to the middle.
“Final Forest Friends”
For the animations I had to turn the animals into different states, like happy and sleeping. Fortunately I had help from our amazing intern Koen de Graaf and talented 2D animator Iwein Reimerink. Koen created drafts of their sleep states that I then edited and finished. Iwein helped with detailing, postures and proportions. He created all the walk cycles and the animations of the animals falling asleep, based on the character traits that I had created for them. For instance, Hett is a dorky, clumsy creature that likes to be silly. Berr is big and strong, but has a heart of gold and a soft touch.
“Forest Friends proportions & states”