01 · WHAT I MAKE
Four ways to hire me.
Fixed quotes, weekly check-ins, and source files you own. Most projects mix two or three of these.

COVERS · KEY ART · EDITORIAL
Illustration
Key art, book and album covers and editorial pieces that work at 1:1 on a phone and scaled up on a billboard.
From $1,200 per piece

TILESETS · ISOMETRIC SCENES
Game environments
Tilesets that don’t look like tiles, isometric towns and interiors, and lighting for every hour.
From $45 per tile · day rate $520

SPRITES · TURNAROUNDS · PORTRAITS
Characters & animation
Characters that read from their silhouette, with turnarounds, walks, idles and dialogue portraits.
From $180 per character

VERTICAL SLICES · GAME JAMS
Indie dev & prototypes
Playable prototypes and vertical slices in Godot, built with the art from day one, not bolted on at the end.
From $3,800 per slice
03 · SELECTED WORK
Worlds for other people.
All 8 projects
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Game art
Hollowbright Games
2022–25
Lanternfall
A castle town lit for every hour of the day. 214 tiles, 60 characters and a lighting system that changes the mood of every room.

Game art
Saltmoth Studio
2024
Brinewick
A fishing harbour with a waterfall at the edge of the world. Water tiles that loop without seams, and a whole autumn palette swap.

Illustration
Personal
2025
The Long Dusk
One small street, drawn once and lit for 24 hours. A study in how much a single light source changes a scene.

Illustration
Northshore Quarterly
2025
Tidewater Almanac
Four seasonal covers for a coastal magazine, each a small floating island with one story on it.

Tabletop
Brass Lantern Games
2024
Hollow Oak Tavern
A tavern map and 40 prop cards for a tabletop campaign, drawn so players could see where the trouble starts.

Indie dev
My own game
In development
Pocket Kingdom
My own game: a tiny kingdom on a floating island that you build one tile at a time. Coming to PC in 2027.

Illustration
Frostmere Winter Festival
2025
Frostmere
Key art for a winter games festival. One kingdom, repainted in snow through a palette swap and a lot of careful blue.

Characters
Kettlewing
2023
Courier Club
A cast of seven delivery heroes for a mobile game: turnarounds, walk cycles and a lot of hats.
Read from the silhouette.
Seven couriers from Courier Club, each built to be recognised at 24 pixels tall. Pick one, change the frame rate, swap the palette.
Drag to see the work underneath.
Clients see all three stages. Most of the decisions are made in the grey one.
One scene, five palettes.
Seasons, moods and whole game updates are palette swaps: the same drawing re-mapped colour by colour. Click a swatch to copy its hex.
08 · HOW IT WORKS
Four steps, no surprises.
Every project follows the same path, whether it’s one cover or a whole game. You always know what’s next and what it costs.
Start a commission
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Brief & references
2 days
A 30-minute call, a shared board of references and a one-page brief we both sign off. You get a fixed quote before anything else happens.
Blockout
3–5 days
Grey shapes, no colour. This is where silhouettes, scale and camera get decided, and where changes cost almost nothing.
Colour & light
1–4 weeks
Flat colour, then lighting keys, then polish. Weekly check-ins with work-in-progress you can drop straight into the engine.
Ship
2 days
Engine-ready exports, layered source files and a short handover doc. Small fixes are free for 30 days after launch.
What the villagers say.
10 · THE MILL
Packs, palettes and guides.
The same tiles, sprites and palettes I use on client work, licensed for your own games.

Tileset
$24
Harbour Town Tileset
412 isometric tiles for a seaside town: docks, cottages, water in three phases and a lighthouse.
PNG · Tiled · Godot

Characters
$18
Village Folk Sprite Pack
Seven villagers with front, side and back views, four-frame walks and idle animations.
PNG sprite sheets · layered source

Palettes
$8
Dusk & Dawn Palettes
The 88-colour palette used on this site, plus four lighting keys and three seasonal swaps.
GPL · ASE · PNG · HEX
Visit the shop
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11 · JOURNAL
Notes from the workshop.
Process write-ups, tutorials and the occasional devlog. One a month, no filler.

Process
7 min
How I light one scene four times
Dawn, noon, dusk and night from a single drawing. Here are the four lighting keys, and the one mistake I made for years.

Tutorial
5 min
Hue shifting, explained with a single tree
Why your greens look muddy, and how a ten-colour ramp from teal to lemon fixes it.

Process
8 min
What 214 tiles taught me about repetition
Players notice repeats in seconds. Here's how Lanternfall's tileset hides them.
Read the journal
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12 · THE POST TOWER
Got a world in mind?
Tell me what you’re making and when it ships. I reply within two working days with questions, a rough plan and a fixed quote.