"Bite The Bullet"
A "shoot 'em up" game about animal nun girls killing vampires. It's stylish, whacky as all hell and plays pretty damn nice (thanks to the Gmosse team!). Unconventional to games of this genre, it contains some visual novel aspects reminiscent of "Ferarum" whereas the player can relax and chat post-game with one of the nuns and receive advice on how they played and what aspect of their gameplay they should improve on to achieve better scores and, hopefully, more dialogue.
Currently in the very early stages of development.
"AQWorlds Weapon Contest (Grand Prize Winner)"
As a fan of the long running online game, AQWorlds, I participated in one of their rarely scheduled art contests to design a weapon for the Dage, The Dark Lord (a character seen in the game). My idea for this sword was a birthday candle that unmelted itself to become a sword, with elements of the hilt changing too as though it were getting more empowered. I'm quite proud with how this turned out as I've never designed a sword before and I'm grateful it won the top prize, beating out 500 other entries. Details below:
https://www.artix.com/posts/Dage-Nulgath-weapon-contest-winners-2024
"Dokunoku"
A prototype "bullet hell" game compatible with Gameboy systems, programmed using GBStudio. Everything you see in this video is still considered impossible by the larger GBStudio community from the detailed title screen that breaks the 192 tile count to the bullet dodging (and biting) gameplay that exceeds the 4 actor sprite limit by several digits, all with collision while running smooth on 32kb of RAM. I'm extremely fond of this project and loved challenging myself with the GBStudio engine.
"Unofficial Flesh & Blood Format"
As a fan of the trading card game "Flesh & Blood" I sought out to create my own version of the unreleased gameplay format "Players vs Enemies" teased several years ago. Of course, totally unofficial. Testers likened the format to a cooperative adventure and drew similarities with Dungeons & Dragons. Feel free to check out the 10 page rulebook I wrote below! 
https://docs.google.com/document/d/13DN4I1NfuKjhYST4BhVK-rJZRKiHh63iRv4nLzdU4yI/edit?usp=sharing
"Sister City Yacht Rally"
I was commission by a representative of the Christchurch-Kurashiki Sister City Committee to design a poster for their yacht rally. I took heavy inspiration from yachting postcards and added a more minimalist flair to help declutter the text based elements. 
My commissioner was extremely happy with the final design and has long since advertised this on billboards, public boating events and at Lyttleton pier.
"Macbeth"
A film recreation of the famous Shakespearian play of the same name. I was to be the director of photography, however this project failed to grow past conceptualization due to the fluidity of the overall project. These stills (by me) were taken to measure the complexity of indoor scenes.
"Meat Prison"
A first person shooter passion project created entirely in Gamemaker Studio. Because the software was heavily orientated towards 2D games, I had to pull loads of sneaky tricks to get the 3D engine up and running. It can sustain massive 3D environments (tested by importing level data from Bioshock), full 3D vertical collisions, a dialogue system, animated enemies and much much more. One of these photos shows off a full photogrammetry model running in real time.
This project was cancelled as the scope exceeded my own 3D modelling and texturing skills at the time.

(Pssst! an early version of this engine was used for "Vapor Drift" another project I worked on)
"You're a D*ck Henry!"
Created for a gamejam, cancelled due to unrelated hand strain. This would've been an incredibly short visual novel about a guy called Henry (the player) trying to woo the heart of a pissed off demon girl. I managed to hand animate several assets before my aforementioned hand strain.
(She looks familiar doesn't she?)
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