Here are highlights of my work in different domains
Pixel-Art
Crabulon & Loot pool
Sprites for Crabulon, the husk of a crab overtaken by mycelium. Ingame, it is animated using inverse kinematics giving it creepy movement that adapts to all terrain, with mycelium strings hanging from the ceiling of the cave that visually puppeteer it around. Original design & rough sketch for sprite by Runefield
Sir Nautilus
The undead Sir Nautilus, his trusty steed Signathion, and a few of his drops and projectiles. Original rough for Signathion by 00-Inanis
Desert Scourge Drops
Various items related to Desert Scourge, including some of its drops, projectiles, and decorative scourge skulls that can be found dotted in the desert. The Desert Scourge is themed around its ravenous hunger and its electric attacks, which the drops mirror
Scrap Metal & Molten Metal
Two spiky metal balls, done as practice for rendering metal. Had fun with the color variation on the scrap metal one
King Slime
King Slime and his drops for the Calamity Texture Pack for terraria
Cryogen Spritework
As the fight goes on, cryogen’s icy outer shell would wear down over time, revealing it’s prisonlike appearance beneath the ice, before getting entirely broken, freeing the archmage trapped within. The debris shield surrounding cryogen would progressively feature more and more stony debris as its health bar goes down. Sprite made in collaboration with JaceDaDorito (@DoritoJace on twitter)
Aquatic Shrine
Sea shrine for the Sunken Sea, alongside a selection of tiles that would make up the surrounding subbiomes
Biome Themed Graves
Terraria gravestones themed around various biomes, including default variants and gilded versions for when the player dies with a lot of money. Tried my best to stay true to the base game’s style for those
Dismantled Robot
Gores for Ares in Calamity Mod. I had way too much fun drawing all the hidden circuitry and metal frames under the base sprite for these. Original sprite for Ares by Enreden
Zany Machinery
Wulfrum items and NPCs. It’s got a rickety dieselpunk aesthetic, and the enemies were intended to look like silly toys. Ingame, the NPCs work together when attacking, lending to some pretty funny scenarios
Armor Sets
Various Terraria armor sets, with some funky ones like the droopy slime armor that actually changes your walk animation
Ark of the Cosmos
Three very iconic swords from the Calamity Mod. Both Arks were designed as cosmic scissors, being able to cut holes into space
2D Animation
The Hive Mind
An oversized Eater of Souls, having evolved into a form vaguely mimicking the human brain. Within it dwell many smaller creatures from the corruption, that it commands and uses as minions
The Brain of Cthulhu
Resprite of the Terraria boss for the Calamity Texture Pack. The second phase is a little silly, having been inspired by images of the human nervous system with the body removed
Exo Nuke Reload
A very over the top animation for a nuke getting reassembled after being fired. Had fun making this one. Base sprite by Enreden
Nautilus and Signathion
The undead knight of the sea kingdom, Sir Nautilus, riding atop his equally ghostly steed, Signathion. Original sprite for signathion is by Inanis (00-Inanis on Deviantart), with the animation being realized as a collaboration between me and Lunatix (@lunagotmadtix on twitter)
Calamitas’ Brothers Spritework
These two were heavily based off my concept art, as they were drawn in a fighting stance already
Telescope Activation
Animation of a telescope popping out of the ground and rotating to look at the sky. While the start of it was relatively easy, I used blender to make a rough version of the rotation animation before jumping into animating it. Original sprites for everything by Nomis
Hurried Scurry
Run away animation for a Being & Becoming boss, after it gets staggered and turns into this skittery bug thing. I tried my best to make the boss really look frantic when running away. Original sprite by Nomis
Merry-Go-Round
Animation for Being & Becoming of the player spinning around a pillar all the while lacerating it. Base sprites by Nomis
Diver Death
Death animation for Being and Becoming. The diver gets sent flying backwards until they hit the floor and they finally die. Original sprite by Nomis
Creature & Character Design
The Devourer of Gods
A godly cosmic serpent, full of pride and hubris. He appears armorless against the player for his first phase, thinking himself too powerful to need armor agaisnt such a puny opponent
The Devourer of Gods – Second Phase
After the first phase of the fight, the devourer retreats into a portal, taking the player with him into an entirely alien realm. During the transition, he gears up after realizing that the player may be stronger than anticipated. His armor is custom tailored for his dimension-hopping powers and his helmet is adorned in auric metal, the trademark material of his King, Yharim.
The Ravager
An undying fortress made in a desperate scramble from the corpses of those who fell on the battlefield. Having lost its original purpose, this thing now aimlessly wanders around the Brimstone Crags, ready to ambush the player when they least expect it. Ingame, it would have used intensive inverse kinematics and procedural animation to make it appear as a creepy flesh spider, able to use each one of its limbs independently to both navigate and attack.
The Perforators Hive
A parasite from the Crimson, this beast has taken over an unfortunate traveller, and is now using their stomach as breeding grounds for its worms. Ingame, it would bait the player by appearing as a slumped over NPC, before erupting out from their bowels in an animated body horror sequence
Ceaseless Void
Ceaseless Void is a contained spacetime rift. This redesign tries a different approach from the previous designs, by containing the rift using a supermagnet-esque system, themed both after a gyroscope, and an ophanim, to convey its otherwordly existence. The rings were originally made using blender, and then painted over for the final concept art
Undead Brothers of Calamitas
Calamitas’ Brothers, brought back through her powerful Necromancy. Features the imperfect clones, and the Supreme versions of each brother. I tried to keep both inhuman, while still conveying some of the personality and traits they may have had while they were still alive
The Blinding One
Embodiment of light, deity that sears your eyes. Its true divine form is the light shape that inhabits a statue reconstructed by its cultist to summon her. The statue is moved around by the top pair of arms of the light body
Head Cultist
The leader of the incandescent apostles, he seeks out to collect parts of discarded statues to rebuild an effigy to the Blinding One (not knowing the statue parts he collects are depicting another deity). His appearance is taken from an earlier design iteration for the Blinding One that i liked too much so I repurposed it
Conqueror Yharim
The Bad Guy. An explorer in the quest for immortality, raiding ancient structures and making forbidden pacts to achieve his goals. He makes use of a variety of magical relics he has found during his travels to fight and get around
Teratoma
The image of an endless Ouroboros made of worms popped into my mind and I had to draw it
Astrum Aureus
Recon drone built to explore the dangerous Astral Infection. The player would find it fighting agaisnt the corrupted wildlife, until its circuitry eventually gets taken over by the infection itself
Incandescent Apostles
Cultists of the Blinding One, whose physical bodies have been turned to ash. They are reborn as creatures of light, shambling around in their temple to convert more people to their cause
Sky Islands Shrinetender
Various design iterations for a shrinetender living in the sky islands. The final design I settled on was the more ragged harpy person at the bottom left
Primordial Nucleus
Ascendant being made out of primordial soup. Various animal parts like fins, feathers, horns, etc emerge at random and get resorbed into the slurry
WOTG – Light Deity
Concept art for the Wrath of the Gods Terraria mod. The ruler of the universe, whose form is so incomprehensible that your brain interprets it as an ever-shifting collage of incoherent parts
WOTG – Dark Deity
Concept art for the Wrath of the Gods Terraria mod. A god from a universe long dead, it pokes through a portal into your home universe, distorting reality as it does so
WOTG – Light Deity Style Swap
After making the concept art for the two bosses in Wrath of the Gods, I wanted to play around with drawing each Deity in the style of the opposite one. This is the Nameless Deity of Light, depicted intruding into another universe with a painted style
WOTG – Dark Deity Style Swap
After making the concept art for the two bosses in Wrath of the Gods, I wanted to play around with drawing each Deity in the style of the opposite one. This is the Avatar of Emptiness, depicted in its home universe with a collage style aesthetic
Sea People
Variety of designs themed around sea creatures as humanoid characters
Design Iterations
Design Iterations – Blinding One
All the design iterations of the Blinding One concept, with both the full design, and the light and statue parts separated. Throughout all attempts, the core focus was to make it feel like the true deity (made of light) is being incarnated in the statue of the wrong god, hence the disparities between the two parts. The final design (bottom left) came after all the other iterations and it felt like a flash of inspiration, making the divine light being manipulate the statue by holding its hands, and having the face of the original statue blasted away by the god appearing inside of it
Blinding One Attack Ideas
Different quick sketches of how the Blinding One could attack and behave
Design Iterations – Undead Brothers
From the original quick sketch in pixelart, to the multiple different ideas in digital art, to the final settled designs as pixelart sprites once again
Design Iterations – Primordial Nucleus
Various iterations of the Primordial Nucleus design before I settled on the final look. In all of these, I try to convey its evolutionary power, drawing similarities with tadpoles, fish eggs, eggyolk, undeveloped fetal eyes, all the while giving it a divine feel
Design Iterations – Nameless Deity
Early design iterations of the Nameless Deity concept, and variants that showcase the different interchangeable parts the boss can use. It was my first time doing collage like that, and it was really fun!
Design Iterations – Conqueror Yharim
Multiple simple iterations and sketches for Yharim before I went and did the finalized full design from the top right sketch. I want this guy to feel really imposing, so having a big bulky silhouette with the cape is a must
Environmental Concept Art
Crags Landscape – Mist Ocean
Crags Landscape – Searing Forges
Crags Landscape – Scorched Den
Distortion – Outpost Zero
Gigantic facility built to study the bizarre spacetime distortions of the dimension, long since abandoned
Distortion – Deep End
The floor of the dimension, where all the ruins that have been swallowed up by the dimension across aeons have settled down to rest. For this one, I tried to use photobashing, which I don’t do usually
Distortion – Elysium Crags
Great caverns at the top of the Distortion, where the souls of those who die in the dimension remain trapped forever, illuminating the skies of the crags
Sunken Sea – Thumbnails
Quick thumbnails of how the different subbiomes for the sunken sea would look like ingame. I tried to make sure each of them has its own distinct mood so they all feel memorable
Sunken Sea – Subbiomes
The original sketches for various subbiomes that would come together to form the Sunken Sea. Some of them are meant to be bright and open, while others may be more cavernous and dark, and in-game, a random selection of these subbiomes would be chosen to make up the underground sea
Azure Gardens
Starting area for a game idea floating in my head. This is both done for the vibe of the area, but to figure out the simplified silhouette artstyle as well
Golden Shores
Concept art for an area in my climbing game concept. This actually was inspired by a dream, as the area standing above the Netherworld Gardens. The shores are less lush, and the light is more yellow in hue. It would be located within the mountain as an alternate path the players can take
Netherworld Gardens
Concept art for an area in my climbing game concept. This actually was inspired by a dream, with an intensely orange sunset illuminating a vast sea with organic pillars reaching to the ceiling, and a dense vegetation covering the landmasses
Bottom Of The Well
Concept art for an area in my climbing game concept. Giant sea found within the base of the mountain the players climb
Infected Caverns
A really quick thumbnail to visualize the vibe of a vast open cave network, twisted by infection and filled with a sickly cosmic fog
Dream Cannon
This piece was made after waking up from a dream where I saw a gigantic cannon in the horizon. The imagery was so striking I had to capture it in a painting
Practice – Cascade
A very serene landscape made as quick practice
Brine Cave Iterations
Multiple different ideas for an ancient undersea cave with a thick crust of salt on the floor
Misc. Concept Art
Character Classes
Exploration of explorer character classes and their upgrades with a simplified silhouette style
Material Rendering
Rendering & color practice on different materials associated with the three explorer class sketches
UI – Fundamental Forces
UI for the weavecrafting system of Fundamental Forces. The player is able to code their own program from small instruction blocks in order to automate an assembly line made of magitech components
UI – Devil Pacts
Experimental UI for cursed items inhabited by devils that the player can bargain with. Each devil would have unique UI presentation when speaking
Shrine Designs
Different shinto-inspired shrine designs based on different biomes
Abyss Progression
Detailed game design plans for the generation and exploration of the abyss biome in my Calamity Fables project. The idea is to provide a gameplay loop that requires the player to be stealthy, while at the same time pushing them onwards by using the incentive of depleting oxygen and the need to refill it using special plants
Calamity Fables Title Design
Various presentations of the branding art for Calamity Fables, my reimagination of the popular Calamity Mod for Terraria, with entirely new takes on the old concepts. I wanted the logo to feel both sleek and premium, but also convey the zany artistic energy of the project
Shaderwork
Purification Pool
VFX made for after a boss is defeated. The water pool opens up underneath them, the boss melts into it, and then the pool closes up having cleansed the boss. This is one of my personal favorite shader effects I’ve done. Original boss sprite by Nomis
Sea Of Fire
Huge brazier that covers the bottom section of a room. The stylized fire was very fun to do. Original sprites by Nomis
Dimensional Tear
Effect that transitions between two areas with a shattered-glass look. Used in Being and Becoming as the boundary for a safe zone pocket dimension ( This gif only showcases the effect with a placeholder inside texture )
Distorted World
Effect meant to be used in tandem with the dimensional rift effect. This is the distorted outside world when standing inside a rift
Practice – Cloud Sea
This was just made for fun when toying around with on-the-fly generated voronoi noise. Ended up making a really pretty sea of clouds
Polygonal Terrain
Rendering polygonal chunks of terrain that can be dynamically created and altered. Placeholder textures taken from Celeste Ch9
Terraria Modding
Minecraft VFX Work
Fast Travel Shrine
A gateway shrine that transports you between locations
Soulfire Meteor
A powerful eldritch meteor attack used for Frozen Rift’s final bossfight
Meteor Ability VFX
Lightning bolt VFX
Magic projectile for Frozen Rift
Hailstorm Arrow VFX
Played around with more plane effects for this one, which turned out nicely
Firebreath VFX
Huge fire attack for Viskari’s Spawn, for Frozen Rift
Salomite Slash VFX
Very sparkly slice effects for a melee swing
Magic Burst
Projectile used by Salomite
Salomite Death effects
Apologies for the gif compression
Root Wave Attack VFX
King Gaadrak Spawn VFX
Elemental Impact Effects
Various elemental impact effects for Frozen Rift. Realized using snowstorm and put together in blockbench