02 · EVERYTHING
Eight worlds, most of them shipped.
Sorted by how much I’d like to talk about them. Click any piece for the brief, the process and the numbers.

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.
03 · COVERS & KEY ART
Illustration, one piece at a time.
Editorial covers, festival key art and personal studies. Drawn at 1:1 and scaled by whole numbers, so they stay sharp anywhere.

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.

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.
Drag to see the work underneath.
Clients see all three stages. Most of the decisions are made in the grey one.
06 · NEXT IN THE GALLERY
Your project could hang here.
Game art, key art, characters or a whole playable slice. Tell me about it and I’ll reply with a plan and a fixed quote.