
Hello! I'm Lucy, an artist and game designer located in Berlin.
I graduated from the University of Europe in Berlin with a Game Design bachelor.
I love creating and experimenting with many different art styles to create expressive works in many different mediums, such as digital paintings and video games.
Feel free to email me at [email protected] to get in contact with me! :)
My Skills:
(Game Design)
-Quick in engine prototyping
-Writing game documentation
-Hosting Playtest Sessions
-Demonstrating my ideas visually through sketches
(Game Art)
-Adapting to various art styles
-Implementing my art in engine
-Working in a team for game projects
Programs I Use:
Game Engines: Unity (C# Coding), Gamemaker
Versioning: Fork, Bitbucket, Github
Digital Art: Procreate, Clip Studio Paint, Photoshop, Aseprite, Blender, Canva
Team Management: Miro, Jira, Notion, Milanote, Microsoft Office (Word, Excel, Powerpoint,...)
Animal Forest
Development Time: 6 months
My Work: 3DArt, Programming, VFX
Game Engine: UnityA cozy walking simulator diorama that I made during a 3D Modelling course at University. You walk around and find cute animals hidden in corners of a cozy forest.
Tidy Tombs
Development Time: 3 months
My Work: Coding, 3D Art, Level Design, VFX
Game Engine: UnityA cozy game about cleaning up a graveyard. This game was made for my Bachelor's Thesis with the topic "Aesthetics of Cozy Games"
WORK
Development Time: 1 week
My Work: Pixel Art, Design
Game Engine: UnityPlay as a workaholic as the world is ending.
This game was made for the GameAWeek project at my university. The theme was 'End of The World'.
House
Development Time: 1 week
My Work: Game Art, Design
Game Engine: UnityA hidden object game where finding objects restores colour back to your home. This game for the GameAWeek project at my university. The theme was 'Point and Click'.
Spooky Farm
Development Time: 6 months
My Work: Game Art, Concept Art, Animation
Game Engine: UnityA 2D Art diorama I made for a game art basics course at my university. The goal wasn't to make a playable game but rather to develop an aesthetic and consistant art style, and to implement the art in an interactive scene within Unity.
House Rats
Development Time: 1 Week
My Work: Level Design, Sprites, Animations and Background Tile Sprites
Game Engine: Unity
A co-op puzzle game where you play as two rats trying to escape a house.
This game was made in a team of 2, for the "Game a Week" course at my university. The theme was Local Multiplayer.
Ship Eater
Development Time: 4 Days
My Work: Environmental art, 2D animations
Game Engine: UnityA space shooter where you have to kill enemies and collect their parts to grow your ship and get stronger.Made for the GMTK Gamejam 2024 by a team of 3, the theme was “Built to Scale”.
Seekers of The Deep
Development Time: 1 Week
My Work: Pixel Art, Animation
Game Engine: UnityAssume the role of a cultist or a zealot as you descend into the depths of the earth. Whether in search of ancient knowledge or to save humanity from the dangers deep below.This game was made in a team of 2, for the "Game a Week" course at my university. The theme was 'Procedural Generation'.
Mystic Passages
Development Time: 6 months
My Work: Environmental Art, Concept Art
Game Engine: UnityMystic Passages is a narrative-driven, calming exploration game where players take on the role of a celestial ferryman, guiding troubled souls through a vast and beautiful network of mystical rivers in the afterlife.
Mystic Passages was developed by a team of 10 people total.
Perry
Development Time: 6 months
My Work: Game Art, Animation, Concept Art
Game Engine: UnityPlay as the imaginary friend of a socially anxious college student. Defend them from negative thoughts and help them overcome their fears.Made during a game design course at my university, by a team of 3 people.
Bready, Set, Birds!
Development Time: 6 months
My Work: Coding, Design
Game Engine: UnityFeed, Chase away, and watch the chaos unfold in this pigeon simulator.Made during university in a team of 4, the course was about simulation games and was my first project where I focused heavily on coding.
Title
Development Time:
My Work:
Game Engine:
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Challenges & Learnings
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Spooky Farm
Development Time: 6 months
My Work: Game Art, Concept Art, Animation
Game Engine: UnityA 2D Art diorama I made for a game art basics course at my university. The goal wasn't to make a playable game but rather to develop an aesthetic and consistant art style, and to implement the art in an interactive scene within Unity.
All the art for this project was made using Procreate.
Concept Art
I started this project with a lot of rough concept art for my game idea, which was a spooky farming simulator. Initially I wanted to go for a pixel art style, but I changed my mind later on, because I had experience working with pixel art in Unity already, I wanted to challenge myself and try to make my regular digital drawingss look good in a game scene.
Challenges & Learnings
Consistency: I found it really difficult to keep the art style consistent throughout all the different objects and especially the game tiles. I learned not to rush to implementing the art and that more planning, for example a more comprehensive style guide, line art size and canvas size would have helped a lot.
Character Design: Since this was a part of a Game Art course I did in university, I learned a lot about art fundamentals and character design during this project. I tried applying what I learned as much as I could in my project, such as my use of complimentary colors and shape language in the concept art.
House
Development Time: 1 week
My Work: Game Art, Design
Game Engine: UnityA hidden object game where finding objects restores colour back to your home. This game for the GameAWeek project at my university. The theme was 'Point and Click'.
All the art for this project was made using Procreate.
Art
I went for a rough messy style for the lineart, to make it managable within the time limit I had for this project. Despite this it still took quite long to finish all the rooms, especially with all the colors and how dense the rooms have to be for to make hidden object hunting challenging. The color palette was also kept quite simple, starting with three primary colors (red, yellow, blue) then the secondary colors (Green, purple, orange).
Challenges & Learnings
Background Art: The art was the most challenging part of making this game. I had to draw a lot of really filled rooms quickly and efficiently due to the time limit. It was a really good art practice for me.
Colors: I wanted the scenes to be very colorful in the end to contrast how the game begins in black and white. But because I focused on the gameplay purpose of the colors, I wanted it to be obvious which object was connected to which color, I think it ended up looking quite messy and unharmonious. If I was to redo this I would either include more different values of each color or simplify the color palette even more.
WORK
Development Time: 1 week
My Work: Pixel Art, Design
Game Engine: UnityPlay as a workaholic as the world is ending.
This game was made for the GameAWeek project at my university. The theme was 'End of The World'.
Pixel Art & Visual Storytelling
For this Game, I really wanted to try to do a more narrative based game, there isn't much gameplay other than walking and talking to people. I was very inspired by a game called "One Chance" for the visuals and world ending storyline, and wanted to make something with a similar vibe, but much simpler because I only had a week to finish this game. I kept the art style very simple and low res, and wanted to tell the story primarily through visuals, with dialogues only being there for added flavour.
Challenges & Learnings
Visual Storytelling: I am still quite happy with this game, and it is one of my favorites I made from the game a week course. I challenged myself by trying to tell the story using my art, primarily through the backgrounds that the character walks through. While it works pretty well for a simple story like the one from my game, it could have been more subtle, and the progression to the world ending feels a bit abrubt. If I had more time to make the remake the game I would have the story span over more days with more subtle visual cues to make the pacing feel less abrubt.
Animal Forest
Development Time: 6 months
My Work: 3DArt, Programming, VFX
Game Engine: UnityA cozy walking simulator diorama that I made during a 3D Modelling course at University. You walk around and find cute animals hidden in corners of a cozy forest.
All 3D models were made by me using Maya. The scene was then put together in Unity.
Walking around the scene
Since this was done for a 3D modelling class, the goal was not to make a complete game, but to make a small diorama, or scene filled with the 3D models that we make throughout the course. I coded a simple first person walking script so that you could walk around and explore the diorama. I stuck to a low poly simplistic style, which helped a lot and made it more manageable, since this was my first time 3D modelling.
Challenges & Learnings
Learning 3D: It was really challenging for me since this was my first time using Maya, but I learned a lot of new skills, such as modelling, texturing, and animating the models using Maya and Unity.
Seekers of The Deep
Development Time: 1 Week
My Work: Pixel Art, Animation
Game Engine: UnityAssume the role of a cultist or a zealot as you descend into the depths of the earth. Whether in search of ancient knowledge or to save humanity from the dangers deep below.This game was made in a team of 2, for the "Game a Week" course at my university. The theme was 'Procedural Generation'.
The pixel art for this project was made using Aseprite.
Art & Animation
I started this project off by doing some rough concept art to quickly decide on what resolution to use. I ended up with a 50x50 resolution for the characters and 250x250 for the enemies to properly show the sense of scale.
Challenges & Learnings
Fantasy Character Design: I had to look at a lot of reference for these designs since its not something I usually would draw. One of my biggest inspirations for this projects art style was a game called "Loop Hero" I wanted to go for a similar vibe. Since I didn't have much time, I think the designs are pretty rough, and kind of generic especially the enemies, I would love to practice more monster designs in the future.
Bready, Set, Birds!
Development Time: 6 months
My Work: Coding, Design
Game Engine: UnityFeed, Chase away, and watch the chaos unfold in this pigeon simulator.Made during university in a team of 4, the course was about simulation games and was my first project where I focused heavily on coding.
Everything in this game is made using assets, I focused on coding for this project.
Programming
Since this project was made by a team of 4 all doing programming and design, we shared a lot of responsibilities. Each of us would pick specific mechanics to work on each week. Here are some examples of game mechanics that I worked on.
Particle Effects & Shaders
I also got to work on a few visual effects for the different type of pigeons. For example, I added a crying effect for the sad pigeons, a sickly effect for the green pigeons and finally a rainbow pigeon that glows in rgb colors and leaves a rainbow trail and sparkles behind as it walks.
Challenges & Learnings
Learning C#: The biggest challenge for me in this project was learning C#, before this project I was using Bolt to do visual coding in Unity. For this project I wanted to challenge myself to learn something new, so I coded everything using C# for the first time. I had a teamate who was much more proficient in C# coding who taught me a lot and helped when I got stuck and in the end I learned a lot and felt more confident by the end of this project.
Simulation Design: The whole point of this class was to learn about simulation games and how to design one and make it fun. It was originally my idea to simulate a flock of pigeons for this project, we then brainstormed ways to gamify this process and make it more fun, such as adding achievements, minigames, and more funny secrets and interactions.
Coding in a Team: I also learned how to write more readable code for my teammates throughout this project. It was challenging because at first my code would be really convoluted and I had to learn to simplify as much as I could and to leave notes. We also had to be careful to avoid git conflicts by constantly communicating who was working on what, mainly using Miro and Discord.
Perry
Development Time: 6 months
My Work: Game Art, Animation, Concept Art
Game Engine: UnityPlay as the imaginary friend of a socially anxious college student. Defend them from negative thoughts and help them overcome their fears.Made during a game design course at my university, by a team of 3 people.
All the art for this project was made by me using Procreate.
Concept Art
We started brainstorming ideas for this game with a very simple idea, which is that we wanted the main mechanic to be parrying. The original idea for the narrative was that we played as a teenager with an active imagination, who daydreams about being a hero protecting others. Over the course of development this changed many times and eventually it became about playing an imaginary friend of a college student suffering with social anxiety.
For the gameplay we initially wanted a shield or something physical that the player can control to parry attacks and protect the main character. Eventually after a lot of concepting this became the little ghost friend that you control.
Final Results
Opening Cutscene
Challenges & Learnings
Art Resolution: At the beginning of this project I was using a quite small resolution canvas for all of my art, I realized about halfway through this project that was why the art was looking a bit unclear when zoomed in such as in the Unity scene. Since then I use a much higher resolution for my art, and that's why some of the art I made later on such as the menu screen look more crisp.
Iterative Design: This project ended up being really unfinished, because we spent way too much time discussing and planning instead of implementing mechanics. I learned from this project that it's sometimes better to prototype quickly and roughly then iterate on that rather than trying to have everything planned out from the get go.
Mystic Passages
Development Time: 6 months
My Work: Environmental Art, Concept Art
Game Engine: UnityMystic Passages is a narrative-driven, calming exploration game where players take on the role of a celestial ferryman, guiding troubled souls through a vast and beautiful network of mystical rivers in the afterlife.
Mystic Passages was developed by a team of 10 people total.
All the art for this project was made using Procreate. There were 2 other artists working on this project alongside me and I was responsible for the environmental art.
Pre-Production
For this project we initially had to form small groups and pitch our game ideas to the class. I paired up with one classmate and we came up with the idea of this game together, which ended up being one of two ideas that got chosen by the class. We then formed a bigger group of 10 people and I created the key art below to establish the atmosphere and idea of the game. I then had a meeting with the other artists where we decided on some pillars for the game's artstyle. I then threw together some moodboards, one for the game overall and some for different possible environments of the game.
Concept Art
Once production began I was tasked with creating concept art for the different environments within the game. Our vision was that each area would represent different emotions and the characters mental state, so I used a variety of colors and different sceneries to achieve this. I also drew one background used for a cutscene, which took place in a living room.
In-Game Results
Challenges & Learnings
Environmental Art: I got a lot of practice drawing environments and perspective drawings for this project. Even though I'm happy with my ideas during the concepting phase it was difficult to make everything look good in engine. Since a lot of the background objects had to be spawned in, it was hard to make the scene look how I was imagining it. It often became too cluttered and repetetive. I ended up simplifying the backgrounds a lot and I think it looks a bit bare in the final versions.
Managing Art Styles: This was the first project I did with a quite large team size. And since I wasn't the only artist this time, it was really hard to try and match all of our art styles. There is quite a clash between the final character art and the environmental art. I think this could have been solved by better communication between the artists and if I had prepared a style guide.
Production Planning: I learned a lot about planning and organizing for larger team sizes. For example we had to make game design and art pillars and this was my first time using them. I can see how they would be useful for getting your vision accross and staying consistent.
House Rats
Development Time: 1 Week
My Work: Level Design, Sprites, Animations and Background Tile Sprites
Game Engine: Unity
A co-op puzzle game where you play as two rats trying to escape a house.
This game was made in a team of 2, for the "Game a Week" course at my university. The theme was Local Multiplayer.
All art for this project was made using Procreate
Art and Animation
DLC
During a later semester we were tasked with coming back and improving on a old project. I decided to make 10 new DLC levels for this game because both me and my teammate really liked it. We had recently learned of the concept of rational level design, and I used it during the creation of this DLC. I also added a new mouse character that can double jump to change up the puzzles, giving each player a different function.
Challenges & Learnings
Rational Level Design: I learned to use rational level design to create more balanced level progression and steady difficulty increases. I saw a big improvement between the original game and my DLC levels in terms of pacing and player comprehension when playing through the levels.
Visual Communication: Since there is no dialogue in the game, I had to try my best to make it as clear as possible what each object's function is at first glance, and to make important ones stand out.
Ship Eater
Development Time: 4 Days
My Work: Environmental art, 2D animations
Game Engine: UnityA space shooter where you have to kill enemies and collect their parts to grow your ship and get stronger.Made for the GMTK Gamejam 2024 by a team of 3, the theme was “Built to Scale”.
All art for this project was made using Procreate
Environmental Art
Sprites & Animations
Planning & Management
Challenges & Learnings
Managing Art Style: There were two artists in the team and within the short timespan we learned to set up guidelines so that the games art style would remain consistent.
New subject matter: This project also featured a lot of subjects that I don't usually draw, such as space ships and less organic objects. This means I had to learn and practice quickly in order to finish my part for this short gamejam.
Game Balance: The game is not very well paced and quite unbalanced in it's final state, simply because we didn't give ourself enough time during the final days of the gamejam for playtesting and adjusting. I learnt how important and time consuming this process really is.
Tidy Tombs
Development Time: 3 months
My Work: Coding, 3D Art, Level Design, VFX
Game Engine: UnityA cozy game about cleaning up a graveyard. This game was made for my Bachelor's Thesis with the topic "Aesthetics of Cozy Games"
Planning & Brainstorming
I used Miro and Milanote for the planning of this project. Since this project was tied to my thesis directly, I started brainstorming ideas that would check all the boxes of the points I made within my thesis arguments, mainly the conclusion of which mechanics/interactions add to the coziness of a game.
However I also wanted to challenge my thesis, by making a darker, non cozy-topic, such as death the focus of my game. I challenged myself to make my game feel cozy using Aesthetics and game design alone. And so that is how I came up with this Graveyard cleaning idea.
3D Modelling
While most of the game is made using online assets, I did manage to model all of the main tools used in the game. This was due to time constraints in the project, I originally wanted to model much more than this, but realized quickly that this would not be possible within the time limit I had, especially with the eventual scope and complexity of the game.
All models were made using Blender.
Challenges & Learnings
Shadergraphs: This was my first project working with shadergraphs, and I definetely underestimated how complicated it would be. I had to watch a lot of tutorials and learned a lot about the basics of how they work.
Overscoping: I put a lot of pressure on myself for this project because it was my final project for university. I overscoped by a lot and learned to be more humble in the future when it comes to planning projects.
Working with 3D: A majority of the projects I have worked on in my university times were 2D, so I definetely learned a lot programming, modelling and working with Unity in 3D. It was challenging but also a lot of fun.