Fluidity Series - title screen concept
(Lead Artist & Designer)
Fluidity (renamed Hydroventure in the EU) was a 2nd-party Nintendo game developed by Curve Studios. An early Wii Shop digital game, it unfortunately fell under most people's radar, but it has an 86% Metacritic score, and I'm still very fond of it. 
Fluidity Series - Look Development
The game and its sequel went through a lot of exploration to develop its visual style. There was always an idea that the look would be based on book illustrations or diagrams, but we tried out lots of styles within that, from Eric Carle-style picture books to science text books.
Fluidity Series - Enemy & Level Design
I really like to make sure that the Art and Design departments work hand in hand, to hopefully produce more coherent and fun results. On the Fluidity series, I served on both teams, developing enemy types, puzzle mechanics and level designs and making sure they made sense visually as well as from a gameplay perspective. 
Stealth Inc.
I came on to the team mid-development to do a first pass on the UI design, animated cutscenes and marketing art. I also wrote a few subtly comic in-game emails that were used to flesh out the game world between levels.
Warheads
My first job when I joined the studio was to illustrate a pitch doc for a proposed XBLA top-down shooter game called Warheads.
Grav-Z
Early look dev for a 2D shooter pitch, inspired by Roger Dean, Psygnosis and retro sci-fi art. Gravity wells and destructible terrain were dominant mechanics.
Kingdom Come
Early look dev for a 2D adventure game about an immortal character protecting a vulnerable child over many years, with threats and challenges that change as it grows into an adult. 
Miscellaneous Game Pitches
I conceived and developed pitch materials for many, many games during my time at Curve, often of my own devising. There were some pretty cool ideas flying around.
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