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Showing posts from August, 2025

Big Fish To Fry

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Heya!  So, I have a lottttt of updates.  Last we left off, I gave y'all a rundown on the mermaid situation. Since then, I have had several very productive meetings and conversations with colleagues, course supervisors, stakeholders and industry professionals. Let's go chronologically, for ease of reference. ----------------------------------------------------------- Fathomless Mermaid Concept 2 Notes from meeting with Tim and Oana (Course Supervisors) This is the feedback I received from a meeting with Tim and Oana about Fathomless. Tim suggested adjusting the torso size and fish tail integration, while Oana emphasized the need for better fin placement and suggested more sunken eyes for aesthetic reasons. I agreed to iterate on these changes, including adding gills and making the mermaid appear sickly. They also discussed the importance of basing the character Mere on a real person to avoid cultural backlash and creating a style guide for consistency. I was advised to find new...

She Sells Seal Souls by the Sea Shore

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 Heya! This week is a Fathomless week-where I am map designer, creature concept + creature design artist, as well as Art Director and Co-Producer, and co-lead researcher. Fathomless is a game about horror, mermaids, Kaikōura, and environmental preservation + conservation.  I spent this week wearing many hats. I started with creating a simplified map of  Kaikōura so that the narrative team could plot out certain points of interest for the game. Kaikōura Map I then designed the layout of the marine lab, a key location of Fathomless, using interviews  with  and sketches (1)  by Sue Mannering, whose father, Ian Mannering, actually helped found the Edward Percival Marine Laboratory in  Kaikōura. I used documents written by Jack Van Berkel  (2) , Ian Mannering's "Padawan," so to speak. I also found very helpful sketched layouts created by Gene Carl Feldman (2) , at that time a researcher for the Smithsonian on the Giant Squid. Using these anecdotes and ...

Making Molezart- Pixel Art Problems!

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Heya! Yesterday and today I worked on Melodies of The Grove, where I am a creature designer and environment artist. My focus and goal for this weekend was to finish the pixel art and animate a turnaround for the creature I have been assigned; the Classical Music themed Ground Type creature. Last week I worked on refining my design for my concept: Molezart (get it? It's like a play on Mozart and a mole which is a creature known for being in the ground. I think it's funny. I also think it's funny to explain the joke, lol).  After receiving some helpful feedback, I decided to ramp up the baby-ness. The first iteration looked too finalized, like it was the final evolution. I needed to make the design look more like a base-form Pokémon. So, I made him really squart . I kept his big Mozart wig, and made him almost starfish out on the ground. I made his face even chubbier, and his limbs less defined. I just wanted him to look soft. I got approval from project lead (Joseph Hill)- w...