
02 · THE SHORT VERSION
I started drawing tiles because I couldn’t afford an artist for my first game.
That game never shipped, but the tiles got me my first job at a small studio in Montreal. Eleven years later I’ve drawn for 14 shipped games, four magazine covers, a tabletop campaign and a winter festival.
Most of my work is environments and characters: towns, interiors, cast sheets and the lighting that makes them feel lived in. I also build playable prototypes, because the best way to know if art works is to walk around in it.
These days I split my time between client projects and Pocket Kingdom, a small building game about a village on a floating island. You’re looking at its engine right now.
04 · SAVE POINTS
Eleven years, six milestones.
2015
First tileset
Drew 90 tiles for my own game. Nobody played it. A studio saw the tiles.
2017
Studio artist
Two years on a small team in Montreal. Learned to hit a deadline and name layers properly.
2019
Went freelance
Moved home to Halifax and started taking my own clients. First year: 11 projects.
2022
Lanternfall
Lead environment artist on my biggest project so far. Shipped in 2025, 94% positive.
2025
The Long Dusk
A personal lighting study that got shared more than anything I’ve made.
2026
Pocket Kingdom
My own game, two years in, 6,400 wishlists and counting.
05 · TOOLKIT
What’s on my desk.
Tools change. The process doesn’t. These are the ones I use on client work today.
DRAWING
Pixel editor
Tiles, sprites and every frame of animation. Layers named properly, always.
PROTOTYPING
Godot
Vertical slices and in-engine lighting tests before anything gets polished.
LEVEL BUILDING
Tiled & LDtk
Maps, collision and the props that break the grid.
THINKING
A paper sketchbook
Thumbnails at 32 pixels wide. Most of them get thrown away.
What the villagers say.
07 · SAY HELLO
Pull up a chair.
I read every message myself. Tell me what you’re making, and when it needs to ship.