ABOUT


Hiya, I'm Vii! (she/her)I work in art and game dev!
I also like to post art online for fun.
I specialize in pixel art!
I am also learning 3D art.
My interests lie in colorful styles, character design, and worldbuilding. I love games about adventures and stories!My favorite game is The Legend of Zelda: Breath of the Wild. I am also a big enjoyer of Pokemon, Atelier, and Rune Factory.Outside of gaming, I like artbooks, cats, and jump rope.I'll always do my best, and my best will be different everyday!
---
CONTACT:
artsyvii@gmail.com


I have worked with companies including:

Code Coven
• Italic Pig
• 100 Thieves
• Team SoloMid (TSM)
and more


SOFTWARE EXPERIENCE

AsepriteClip Studio PaintBlender
UnityRPG MakerAdobe Photoshop
PribambaseClip Studio ModelerTiled

PROJECT MANAGEMENT

SlackTrelloJIRA
FigmaMiroMonday
Discord  

EDUCATION

Masters of Science (M.S.)
Games and Playable Media
University of California, Santa Cruz
SEPT 2023 - MAR 2024
Bachelors of Arts (B.A.)
Art and Design: Games and Playable Media
University of California, Santa Cruz
SEPT 2017 - JUNE 2021


SECRET SCRAPBOOK


you've just discovered my secret scrapbook! just an informal page dedicated to artwork that hold meaningful personal memories.


amigops adventure: a kirby parody video dedicated to streamers that inspired me as an artist. thank you for the joy in 2020 and beyond
(has audio)


OOTD doodle for me attending my first vocaloid concert!


physical photo merch for "by your side: a zelink fanzine".
breath of the wild changed my love for video games forever

drew the METAL BEANS developers as ingame characters as a surprise gift after vertical slice production. grateful for this team!


the sit squad: silly profile icons for me and my best friends.
thank you for being in my life <3


t-shirt merchandise/branding i had the opportunity of making for LilyPichu's first live concert. an unforgettable and lucky memory


hamtaro fanart: there's something special about being able to draw things you loved as a kid, past me would have been so amazed



GAMES

METAL BEANS

3D artist, pixel artist

TEAM LOADING PIXELS

CAT COVE INN

pixel artist

@ Code Coven with Facebook Gaming

SPACE ZOOLOGIST

art lead, pixel artist

E-Games for Active Training in Engineering Design @ UC Davis

BÌXIÉ

pixel artist

QUEST QUEST: THE QUEST FOR QUESTS

@ Italic Pig

pixel artist

WAVES OF MEMORY

pixel artist



metal beans

3d artist, pixel artist

https://store.steampowered.com/app/2792960/METAL_BEANS/

METAL BEANS is an Action-Arcade game where you control two desktop buddies in a computer space. Protect the PC from digital threats by charging up your way through virus creatures and upgrading Catbot and Robitz in the system!MY RESPONSIBILITIES:
creating all of the artwork for the game, including
• 2D Pixel Art, UI, and VFX
• 3D models and animations
• Concept Art and Mockups
DIGITAL ARTBOOK (37 PAGES):
• I created the artbook which contains samples of the work I did above!
You can view it for free >here!<

GAME ENGINE: UNITY
TEAM SIZE: 9
PLATFORM: windows
GENRE: 3D, action, arcade, endless survivor, pixel art

PROJECT DURATION:
January 2023 - March 2024
RELEASE DATE:
March 25, 2024

RECEPTION
As of APRIL 2024, METAL BEANS has received over 500 wishlists and 1,000 downloads, with a 95% Positive Rating on STEAM.



GALLERY

UI

ART STYLE
The aesthetic is inspired by older 2000s era operating systems.
Key Points: Bright, neon colors. Consistent frame assets to support the operating system concept.

Visual Effects

INTENT
I made 2D and 3D visual effects to support player feedback and indicate action.
Key Points: Pixellated, sparkly.

3D MODELS

ART STYLE
Characters are low-poly with pixel art textures to give a retro stylization.
• Each model retains a unique armature, which I rigged separately for all animation states, including the states in common across enemies such as an idle.

3D ENVIRONMENTS

ART STYLE
Environments are low-poly with pixel art textures to give a retro stylization.
Key Points: A unique color theme to match every game mode to help distinguish mood and aesthetic. Floating assets to further highlight a fictional game space.


Cat Cove inn

PIXEL ARTIST

https://loaflabs.itch.io/cat-cove-inn

Cat Cove Inn is a cozy and comforting 2D simulation game about bonding with fostered cats. Interact with the cats through mini-games to discover more about their behavior and personalities, and once they are ready, help them find their forever home!MY RESPONSIBILITIES:
creating all the artwork for the game, including
• concept art
• character sprites and animations
• UI art
• environments

Cat Cove Inn was made under the 2022 Code Coven Game Developer Program with Facebook Gaming, an 11-week accelerated mentorship empowering game developers of marginalized backgrounds.

GAME ENGINE: UNITY
TEAM SIZE: 4
PLATFORM: windows, android
GENRE: 2D, pixel art, pet simulator

PROJECT DURATION:
June 2022 - September 2022
DATE RELEASED:
September 30, 2022



reception

facebook gaming spotlight

POST PRODUCTION INTERVIEW
A short press video with the Cat Cove Inn team regarding our experience working together and on the concept of the game.

milestones

RECEPTION
As of JUNE 2024, CAT COVE INN has received over 27,000 browser plays and 5,400 downloads, with a 90% Positive Rating on ITCH.
DONATION PERIOD
During the month of october, 100% of the proceeds were set for donations to the OC Animal Care shelter located in Tustin, CA.



GALLERY

GAMEPLAY ART

COHESIVE ART STYLE
Key Point: Outlines for object contrast and readability, simple color palettes per character and UI.

SPRITES

ASSET CREATION
• In regards to the 11-week development period, it was important to utilize existing assets for proper scope. I created a template sprite to create variant colors and patterns, and then created unique animation states where needed.
Key Points: Bubbly, Clean, Colorful.

UI

KEY THEME
• I designed the UI with a consistent color palette to maintain contrast from the ingame art.

concept art

ON COLOR PALETTE
• An inspiration to the visuals is the color limitations of older retro games and consoles.
• My favorite part about working on Cat Cove Inn was developing a limited color palette art style.• This color palette method complemented an efficient workflow across an 8 week period.


Bìxié

PIXEL ARTIST

https://bixie.itch.io/bixie

Bìxié is a 2d co-op narrative action sidescroller about a dragon princess and her lion protector that must discover the truth to a ritual-- and their feelings for eachother.MY RESPONSIBILITIES:
creating all the pixel art, including
• character sprites and animations
• sidescroller environments

GAME ENGINE: UNITY
TEAM SIZE: 13
PLATFORM: PC
GENRE: 2D, couch/online co-op, pixel art, sidescroller

PROJECT DURATION:
October 2020 - June 2021
DATE RELEASED:
June 9, 2021



GALLERY

SPRITES

ENVIRONMENT

concept art

FROM TOP DOWN TO SIDESCROLLER
· Our first prototype for Bìxié was a top down game, but was shifted to sidescroller to convey the girls "fighting alongside eachother" more clearly.
· I created a less saturated and lineless pixel style to emulate a soft, watercolor storybook aesthetic.· I compiled the art in tilesets, and assembled the level using the Tiled map engine.


Waves of memory

PIXEL ARTIST

https://gamejolt.com/games/waves-of-memory/504094

GAME ENGINE: UNITY
TEAM SIZE: 3
PLATFORM: PC
GENRE: 2D, pixel art, platformer

PROJECT DURATION:
May 2020 - June 2020
DATE RELEASED:
June 5, 2020

WAVES OF MEMORY

Waves of Memory is a 2D narrative platformer that follows the journey of a Sea Bunny trying to regain memory of their forgotten powers and status by gaining clues through puzzles, problem solving, and NPC interaction, within an underwater kingdom.MY RESPONSIBILITIES:
creating all the artwork for the game, including
• concept art
• character sprites and animations
• tiled environments
level design
• creating maps using tile atlases and the Tiled engine
• designed levels based on story and mechanics progression



GALLERY

concept art

UNDERWATER COLOR PALETTE
· Waves of Memory takes place in an underwater shipwreck. However, in my first iteration of the art, the setting felt like a cave above ground.
· For the final version, I used an all-blue color palette for any asset or wall in the background to convey the immersion of being underwater.

NARRATIVE INTENT WITH THE ENVIRONMENT
· We wanted the environment to tell part of the story alongside the direct dialogue of the game.
· The game uses a vibrant color palette, but piles of fish skeleton and broken banners become more apparent as the player progresses through the levels.


SPACE ZOOLOGIST

ART LEAD, PIXEL ARTIST

https://louielab.org/SpaceZoologist/

Space Zoologist is a top down 2d research simulator about animal caretaking and observational practices.As part of the California Education Learning Lab Project, Space Zoologist aims to teach students the engineering design process in an interactive way through a gaming lens.MY RESPONSIBILITIES:
creating pixel art, including
• character sprites and animations
• top down environment tilesets
• concept art and art style guide

GAME ENGINE: UNITY
TEAM SIZE: 11 (at time of involvement)
PLATFORM: PC
GENRE: 2D, pixel art, management. strategy

ONBOARD DURATION:
May 2020 - June 2021
DATE RELEASED:
June 29, 2023



GALLERY

concept art

OUTERSPACE ATMOSPHERE
· I was given the opportunity to direct the aesthetics and art style of Space Zoologist.
· I created an area mockup with 4 different color palettes.· I focused on cooler colors for all the natural elements, while human made machinery and products would contrast in warmer or metallic shades.· I avoided natural green and brown colors to convey a fictional planet unlike Earth.

AS ART LEAD
It was fulfilling to create a timeline and oversee the art tasks for the efficiency of the whole art department.
· As the lead artist, I created environment color guides and animal sprite sheet references.· I also divided project assets by categories based on whether the other artists were more skilled in VFX, UI, or sprite work.


PIXEL ART



environments

top down SIM

BACKGROUND
Lead Artist work for Space Zoologist, a simulator about animal caretaking and observational practices.
I created this tileset concept art to communicate how I envisioned the design and the dimensions needed.PROCESS
• I created all ground tiles in at 16x16 pixel dimension on separate canvases, and then compiled them as a tilemap in Aseprite.
• I iterated on the color palette for every asset in order to find an overall scheme that our team aligned with "fictional fantasy farm" the most.

isometric town

BACKGROUND
This original piece was inspired by the camera perspective of Harvest Moon 64 and the Disgaea series.
I was interested in breaking down the process behind an isometric environment.PROCESS
• I established the constant pixel incline of the basic map grid to determine the angle for buildings and construction, while rounder objects such as the tree or bushes had less of an angular challenge as they could simply face the camera.

top down dungeon

BACKGROUND
• This artwork is featured in The Amigops Files, a digital and physical fanbook dedicated to a group of four talented internet personalities.
PROCESS• I made individual tile sprites for the walls and ground, then created the tilemap on one main canvas. I added the character sprites and UI last.

DND TOP DOWN MAP

BACKGROUND
• This was a series of map commissions for an ongoing Dungeons and Dragons campaign for content creator KKatamina.
See the maps in use:
Beach Campaign Video
Haunted Mansion Campaign Video
PROCESS
• I was given a short description of the map theme, each interactive landmark, and the rough layout.
• I was then given artistic freedom to concept, color, and animate the full piece within these rules.

retro farm tileset

BACKGROUND
• This was my first artwork drawn and compiled strictly using a tileset workflow.
PROCESS
• My first step was drawing the ground tiles and then blocking out a rough map.
• I then based the placement of other assets around this map design-- adding the river, farm plot, picnic mat, and lumber in different corners to balance out the composition.

parallax sidescroller

BACKGROUND
This artwork is featured in Bìxié, a co-op narrative sidescroller about a dragon princess and a lion warrior.
As the team's pixel artist, I created all of the ingame assets.PROCESS
• I drew 3+ layers of varying sizes and color to emulate the depth of the forest and city.
• I used Tiled to create the full level design.

Interactive Tilemap

CONTROLS
ARROW KEYS to Move.
Z to interact.

BACKGROUND
I created this interactive tilemap to communicate the spacial affordances within a grid based engine.
I wanted to show creativity in giving dimension to where the player could walk, even with these constraints.
As an example, this can be seen through the walkable areas by desks or behind tables.
CONTROLS
ARROW KEYS to Move.
Z to interact.
PROCESS
• All tiles are 24x24 pixel dimensions or larger, and compiled as a tilemap in Aseprite.


PIXEL ART



CHARACTERS

Full Body: A style I offer for freelance commission work.

Character Theme -- "Rose": I created five characters with the same theme, but with different body types and floral interpretation for the outfits.

Outfit Design: Concept art for different costumes for three of my original characters. These characters are each associated with their own unique color palette.

spin

Character Portraits: Dialogue headshots featuring various characters of different body types and outfits--these were also a style I offer for freelance commission work.

Animation States: Various action states for the player character of Bixie, a game I worked on as pixel artist.

Character Banners: A style I offer for freelance commission work.

Character Variants -- Cats: I designed various fantasy-based and multicolored cats as the pixel artist for
Cat Cove Inn.

Sprite Template: I created three different characters derivative of the same sprite base. These characters are each associated with one color scheme.

Top Down Sprites: Front and Back walking sprites I created for an animated music video.

Icons: A style I offer for freelance commission work.

fan art

• Below are various fan illlustrations I've made for various media I enjoy!


PIXEL ART



STREAM ASSETS

for larger library of examples and info, please visit my > commissions page <.

ANIMATED EMOTES

Emote Sets: Various emote packs commissioned by Twitch Streamers.Starsmitten | Sydeon

BADGES

BADGES: Various badge packs commissioned by Twitch Streamers.Natsumiii | Yinwa

scenes

VTuber Starting Screen: This artwork has a day, evening, and night cycle where details change depending on the time of day. Commissioned by Sykkuno for his occasional VTuber Streams.

Cooking Show Starting Screen: Dynamic cooking scene transitions with the UI style of a video game. Commissioned by Neeko for Season 1 of her show, "Noms with Neeko".

STREAM ALERTS

VTuber Alerts: Various stream alerts to appear during raids and gift subs for Starsmitten's Twitch streams.

Chibi Sub Alerts: A chibi commission style that many creators have asked to use for their Twitch stream alerts or for their content pages.


3D ART



ENVIRONMENTS

COMFY BEDROOM

BACKGROUND
A small, earthy and pastel toned bedroom that I wanted to feel lived in, cozy, and semi-organized.
PROCESS
• I modeled everything in Blender and used Clip Studio Paint + Modeler to create the painted textures.

DIGITAL COMPUTER ARENA

THEME
Arena-style action environment with a retro, digital aesthetic using low poly models and pixel textures. Composed in Unity.
I designed, modeled, and animated objects and shops in Blender.For METAL BEANS.

3D + 2.5D PIXEL PICNIC

BACKGROUND
I wanted to experiment with an environment of 3D and 2.5D Model aesthetics.
This artwork is fanart for a character from OMORI.
PROCESS
• Modeled in Blender. I used Aseprite to create pixel textures and Pribambase to directly draw on the UVs.


3D ART



CHARACTERS

CREATURES

These characters were all designed, modeled, and animated by me.
For the game METAL BEANS.

ROBOT PLAYERS: Two robotic characters with chibi body types, low poly features, and detachable arms. Pixel texture style.

CYBER MONSTERS: Enemy characters with a digital/computer themed aesthetic.
Pixel texture style.

HUMANS

Various characters I have designed, sculpted, and modelled.

CEL SHADE GIRL: A personal character that I initially colored with Substance Painter and adjusted the shader settings in Blender to create a cel shade texture style inspired by Zelda.

PAINTED DRAGON MERMAID: A character with initial sculpts, retopology, and hair curves with a painted texture style.

STYLIZED FANART

Fanart of characters from OMORI. I reimagined the 2D pixel art into low poly chibis with backculling outlines for a cartoony effect.

MONSTER VARIANTS: I modeled several rabbit creature designs, duplicating one mesh and independently modified the UV map and armatures for each different creature model.

CHIBI HUMAN: I recreated the original character from OMORI into a 3D Chibi. Cel and pixel texture style.