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BOOKING COMMISSIONS FROM NOV 2026
Illustrator, game artist & indie developer

Key art, covers, characters and whole towns for games and print. Lanternfall, Brinewick, Northshore Quarterly. Halifax, Nova Scotia.

HOVER THE TOWN · EVERY BUILDING IS A PAGE
18:42Golden hour
ART IN GAMES AND PAGES FROM
Hollowbright GamesSaltmoth StudioNorthshore QuarterlyBrass Lantern GamesKettlewingPale Harbor InteractiveTinderbox ArcadeMoss & MortarFrostmere FestivalLittle WeatherHollowbright GamesSaltmoth StudioNorthshore QuarterlyBrass Lantern GamesKettlewingPale Harbor InteractiveTinderbox ArcadeMoss & MortarFrostmere FestivalLittle Weather
11
years drawing for games and print
14
shipped games with my art in them
3,200+
sprites, tiles and icons delivered
48
studios, publishers and magazines

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.

02 · FEATURED PROJECT

Every scene is built in layers.

Lanternfall's castle town, taken apart. Scroll to lift each layer off the one below: the order I draw them in, and the order a game engine stacks them.

01Towers & roofs
Silhouettes first. The skyline has to read at 16 pixels tall on the map screen.
02Streets & walls
A modular kit: 214 tiles that snap together without showing the grid.
03Ground & water
Paths worn where villagers actually walk; water on a 12-frame loop.
04Rock & roots
The underside nobody asked for, and everybody screenshots.
Read the case study ▸
LANTERNFALL · HOLLOWBRIGHT GAMES · 2022–25
04 · A DAY IN THE STUDIO

Same street, every hour.

Scroll to run the clock, or drag the sun. A game spends most of its life at the wrong time of day, so every scene Tamsin draws is lit for all of them.

GOLDEN HOUR
18:40
07:11Thumbnails

Thirty thumbnails before breakfast, each 32 pixels wide. Most get thrown away, and that's the point.

10:30Tiles & palette

A 24-colour palette and a 16px tileset that repeats without looking like it repeats.

14:00Sprites & motion

Four-frame walks, six-frame idles, and one very dramatic sneeze for the innkeeper.

18:42Lighting passes

Every scene gets four lighting keys: dawn, noon, dusk and night. You're scrolling through them now.

22:36Night shift

Export, pack, ship. Builds go out before midnight, and playtest notes land by morning.

SCROLL TO RUN THE CLOCK · DRAG THE SUN
05 · CHARACTERS

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.

THE COURIER · 16 × 24 PX · 8 FPS
TURNAROUND
WALK CYCLE · 4 FRAMES
FRAME RATE
PALETTE SWAP
06 · FROM GREY BOX TO GOLDEN HOUR

Drag to see the work underneath.

Clients see all three stages. Most of the decisions are made in the grey one.

◂▸
BLOCKOUT
LIT · 16:36
01Blockout
Grey shapes. Scale, silhouette and camera get decided here, where changes are cheap.
02Flat colour
Every material gets its colour, with no light at all. If it reads flat, it'll read lit.
03Lit
Sun, shadow, lamps and a palette lock. The same drawing, now with a time of day.
07 · COLOUR

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.

HUE-SHIFTED RAMPS · SHADOWS LEAN BLUE, LIGHTS LEAN WARM

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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01

01

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.

02

02

Blockout

3–5 days

Grey shapes, no colour. This is where silhouettes, scale and camera get decided, and where changes cost almost nothing.

03

03

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.

04

04

Ship

2 days

Engine-ready exports, layered source files and a short handover doc. Small fixes are free for 30 days after launch.

09 · KIND WORDS

What the villagers say.

Priya AnandPRODUCER, HOLLOWBRIGHT GAMES

CLICK THE BOX TO CONTINUE

10 · THE MILL

Packs, palettes and guides.

The same tiles, sprites and palettes I use on client work, licensed for your own games.

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.

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.

Availability
14 OPEN WEEKS
OCT
NOV
DEC
JAN
FEB
MAR
OPENPENCILLED INBOOKED
One large project at a time, plus small illustration jobs in the gaps.
Pull up a log. Tell me about the world you want to build.
© 2026 TAMSIN ROOKEVERY PIXEL ON THIS SITE IS DRAWN IN CODE. MADE IN HALIFAX, NOVA SCOTIA.KINGDOM CLOCK 18:42

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