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Project Blight

This project was made as part of a University project, during which I was experimenting with some abstract pixel art methods, combining pixel placement with traditional artistic aesthetics (with a particular focus towards impressionism, cubism, fauvism and orphism).
These assets were created to be part of a game (created by another student) with a 4th wall breaking and story with a sense of unease.

The characters were drawn in a more typical pixel art style so as to clearly distinguish them from the environment and still give the player something familiar to attach to within the game, while the environments were drawn to feel more like a piece of art and not quite like an actual environment.

Each of the environments I focused on slightly different styles and looks, although these were created after a series of experimental sketches when I had already selected some visual elements I wanted to use.

The Graveyard outside the church. For this environment I tried to create something impressionistic, to give an overall sense of atmosphere, something slightly sinister yet not necessarily frightening or evil.

The Graveyard outside the church. For this environment I tried to create something impressionistic, to give an overall sense of atmosphere, something slightly sinister yet not necessarily frightening or evil.

The "Den of Evil", a ritual chamber. I tried to use a style of orphism for this to enhance a sense of pattern and ritualism with lots of suggested significance to the shapes and conspiracy.

The "Den of Evil", a ritual chamber. I tried to use a style of orphism for this to enhance a sense of pattern and ritualism with lots of suggested significance to the shapes and conspiracy.

The Church interior. I went for a moderately cubist approach here, trying to display multiple perspectives in order to warp the room towards a focal point to the priest and give a cloudy and grandiose feeling.

The Church interior. I went for a moderately cubist approach here, trying to display multiple perspectives in order to warp the room towards a focal point to the priest and give a cloudy and grandiose feeling.

Simple walkcycle for the main character.

Simple walkcycle for the main character.

The quiet gravekeeper, possibly the most normal person in the game.

The quiet gravekeeper, possibly the most normal person in the game.

A crying character within the Den.

A crying character within the Den.

The Priest is not quite right, a bit manic maybe,

The Priest is not quite right, a bit manic maybe,

The cult leader walking omniously, unnaturally...

The cult leader walking omniously, unnaturally...

The cult leader laughing at...

The cult leader laughing at...

The player character, dying. Ohno!

The player character, dying. Ohno!