In-game Pixel art and Photoshop 1993-2011

  • For Ideaworks3d, EA, glu, System3, Wayforward, Hotgen, Argonaut, Maxis, Eurocom
  • Type games, 2d, pixel art

Zoomed in screenshot for a multiplayer turn based browser game, 2011. Artwork created using Max, Photoshop, Promotion and Flash.

Zoomed in screenshot for a multiplayer turn based browser game, 2011. Artwork created using Max, Photoshop, Promotion and Flash.

These sprites were created using posed, low poly meshes I'd previously modelled, and then retouched in Promotion, 2011.

Ingame screenshot from the sequel to Tropical Stormfront, an isometric RTS for Android and browsers. I created all artwork for the game using Max, Photoshop and Promotion. NobleMaster, 2011

Ingame screenshot from Tropical Stormfront, an isometric RTS for Android and browsers. I created all artwork for the game using Max, Photoshop and Promotion. NobleMaster, 2011

Graphics from Zoo Racer, 2011. These were a combination of prerendered sprites, pixel art and Flash. Miniclip, MoshiGames,etc 2011

Graphics from Zoo Racer, a browser game, 2011. These were a combination of prerendered sprites, pixel art and Flash. Miniclip, MoshiGames,etc 2011

1000:find em all, for iphone. glu, 2010.

Backgrounds for Acid factory. Miniclip, 2006

Isometric buildings drawn in Promotion for PC strategy game. 2007.

Character portraits - I designed,modelled and rendered these characters in 3DSmax, before retouching in photoshop, 2011.

Inventory icons for a multiplayer turn based browser game, 2011. Artwork created using Max, Photoshop, Promotion and Flash.

Screenshots from Stranded2, on J2ME mobile. Artwork created using Promotion, Photoshop and inhouse tools. Glu, 2009.

Screenshots from Genome. Done in 2000, this and Oggy Caveman were Ideaworks3d first ever games.

Screenshots from Oggy Caveman. This was great fun to make and my first freelance project, as well as the first game Ideaworks3d made! Unfortunately, the Baked Bean factory world never made it in. Ideaworks3d, 1999.

As Creative Director and lead artist on this project I oversaw the production of the 2d and 3d versions of Transformers:G1 Awakening, for J2ME phones. It was a fun challenge trying to recreate the original look of 80's cartoon. Glu, 2008

As well as porting over the GBA version of Sims Bustin Out to ngage, I created additional artwork and screens. Was great to visit Maxis in CA while we were working on the project. Ideaworks3d/Maxis, 2003.

Here's the cast from the PS2conversion of Putty Squad, the first game I worked on way back in 1993!

Ingame artwork for Sims 2 for lo-end mobile devices. Ideaworks/EA/Maxis, 2005.

Croc, for Gameboy Color. It was a pain working in 3 colour palettes! Argonaut, 1999.

Vegas Hustler. Glu, 2008

I created all the sprites, buildings and HUD elements for Age of Empires 3. Although this had a very quick turn-around, this was one of my favourite games I worked on. Glu, 2007.

These were made for an RTS, on PC format. Unfortunately it never saw the light day - a real shame as it looked and played great! System 3, 1999.

Screenshots from JLH:The Flash. I very much enjoyed creating the backgrounds for this project. The game was really well designed and great fun to play. Wayforward Technologies, 2006.

I created the 16col tilesets and maps for Justice Heroes:The Flash, on GBA. This is the Gotham Level. Wayforward Technologies, 2006.

Screenshots of Rainbow Islands, 1945 and America's 10 Most Wanted, all for J2ME phones. Play-it/System 3, 2005.

Low colour portraits for Lego:Knight's Kingdom, on GBA. Razorback/THQ, 2004.

16 colour background tilesets for Lego:Knight's Kingdom on GBA. Razorback/THQ 2004.

I created the 100+ maps for Jedi Knights:Power Battles using a combination of original pixel work and taking renders from the max files used for the Dreamcast original. Hotgen 2001.

I created a selection of the 16col sprites from rendered animations for Harry Potter:Chambers of Secrets on GBA.
Eurocom, 2001.