
Parasomnia was a game I directed in Fall 2006 – Spring 2007; I was the art director and project leader for this game. It was the first art-based survival horror that the Game Creation Society and I produced. The story follows Theryn, a purple-haired adolescent through a horrific series of visions in a futuristic world. The question is… are they just visions, or reality?
This game utilizes a complex fighting system of percentages – the more that Theryn is hit, the more chance he has of dying. It also had an excellent shadow generation engine as well as the ability to turn lights on and off for a more ambient effect.
Screenshots and Production Sketches:
Excerpts of the design document can be seen here: [1, 2]
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This was the first game I worked on in Fall 2005 as an Art Director with Andrew Fox of the Game Creation Society. I did the bulk of the art for this game, including the character and monster sketches for the main character (in green), the loading screen, and the game art for the in-game items. I also worked with four other artists to collaborate their works and bring together the game as a congruent piece.
Arbarlith was a relatively simple RPG (role-playing game) that went through several levels of a castle dungeon and many different hordes of monsters and bosses with an item inventory and an HP/SP meter. The Arbarlith engine was later used to power Parasomnia.
Screenshots and Production Sketches:






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