Dark Digital Illustrator and Animator.
Photoshop. Illustrator. Aseprite. Blender.
As the Lead Pixel Artist for Tenebris, I am responsible for the entire visual development and execution of the game’s pixel art style. My role encompasses a wide range of creative and technical tasks, including:
• Tilemap Creation: Designing intricate and cohesive tilemaps for diverse environments. Both static and animated.
• Character Design and Animation: Crafting unique characters and animating them frame by frame in a top-down pixel art style.
• Object and Tile Animations: Breathing life into in-game objects and tiles with detailed animations.
• Asset Creation: Producing a variety of in-game assets, from props to environmental elements.
• User Interface (UI) and HUD Design: Designing all UI elements, including HUD faces, icons, menus, and interactive components.
• Cinematics and Promotional Art: Developing cinematic sequences, banners, and promotional materials to enhance the narrative and marketing efforts.
• Creative Direction: Making key creative decisions regarding the game’s visual style, ensuring a consistent and engaging aesthetic throughout.
In this role, I combine artistic vision with technical precision, collaborating closely with the team to ensure that Tenebris delivers a visually captivating experience for players.
Rigging, Weight Painting, and 3D Character Animation in Blender for videogames. The role involves creating a functional armature for pre-existing models and developing all necessary animations for each character from scratch, both in Forward and Inverse Kinematics. Playbast creation for previsualization and correction. The animations must closely adhere to the 12 Principles of Animation under the guidance of the Animation Director.