Phoebe and the Phantoms

Artist role on a 2D platformer: all game assets made modular and tileable, with Phoebe herself built from individual rigged limbs for stretch-goal animation.

Artist | Unity | 2025 | Tools: Krita, Blender, GitHub

Phoebe and the Phantoms is a 2D platformer developed with Gideon Doe Bokemi and Max Gillham as programmers, with me in the artist role. My responsibility was producing all game assets - made modular and tileable for maximum reuse. Phoebe herself was built with individual limbs and interchangeable hand positions, designed to support stretch-goal animation if development time allowed.

Art Direction & Production

All assets were produced with modularity as the guiding principle: backgrounds tile seamlessly, props snap to a consistent grid, and character parts are separated so programmers can swap or animate them independently. This reduced asset revision time and kept scope flexible as the project evolved.

Character Design

Phoebe was designed with individual limbs and distinct hand positions exported as separate sprites, enabling the programmers to drive animations through code rather than requiring pre-baked animations for every action. This preserved flexibility for the stretch-goal animation system.

Outcome

The game shipped and is live on itch.io. The modular asset approach meant the programmers could integrate new props and backgrounds rapidly without waiting for one-off art requests.

Highlights

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