✧˖° ABOUT ME ✧˖°

Hello! I'm Lucy, a digital artist, game designer and developer located in Berlin.
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! :)
University of Europe
B.A. Game Design


My Skills:

(Game Design/Development)
-Quick in engine prototyping
-Writing game documentation
-Hosting Playtest Sessions
-Demonstrating my ideas visually through sketches
(Game Art)
-Adapting to various art styles
-Making animated sprites and scenes.
-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: 3D Art, Programming, VFX
Game Engine: Unity
A cozy walking simulator 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: Unity
A 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: Unity
Play 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: Unity
A 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: Unity
A 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: Unity
A 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”.

Crescendo

Development Time: 2 Days
My Work: Coding, Concept Art
Game Engine: Unity
Crescendo is a 2.5D isometric roguelike inspired by Ancient Greek theatre masks. Switch between comedy and tragedy masks at opportune moments to unleash powerful Crescendos.Made during the GGJ26 Kolibri Games Jam with a team of 8. The theme of the jam was "Mask".

Seekers of The Deep

Development Time: 1 Week
My Work: Pixel Art, Animation
Game Engine: Unity
Assume 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'.

Perry

Development Time: 6 months
My Work: Game Art, Animation, Concept Art
Game Engine: Unity
Play 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: Unity
Feed, 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.

Mystic Passages

Development Time: 6 months
My Work: Environmental Art, Concept Art
Game Engine: Unity
Mystic 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.


Title

Development Time:
My Work:
Game Engine:
description

Extra infos (Program used for art)


Title

description


Animal Forest

Development Time: 6 months
My Work: 3DArt, Programming, VFX
Game Engine: Unity
A cozy walking simulator 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.


Tidy Tombs

Development Time: 3 months
My Work: Coding, 3D Art, Level Design, VFX
Game Engine: Unity
A 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.


WORK

Development Time: 1 week
My Work: Pixel Art, Design
Game Engine: Unity
Play 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 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.


House

Development Time: 1 week
My Work: Game Art, Design
Game Engine: Unity
A 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).


Spooky Farm

Development Time: 6 months
My Work: Game Art, Concept Art, Animation
Game Engine: Unity
A 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.


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.


Ship Eater

Development Time: 4 Days
My Work: Environmental art, 2D animations
Game Engine: Unity
A 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


Crescendo

Development Time: 2 Days
My Work: Coding, Concept Art
Game Engine: Unity
Crescendo is a 2.5D isometric roguelike inspired by Ancient Greek theatre masks. Switch between comedy and tragedy masks at opportune moments to unleash powerful Crescendos.
Made during the GGJ26 Kolibri Games Jam with a team of 8. The theme of the jam was "Mask".

During the jam I worked as a developer in Unity. I programmed the map generation and some UI functionality. After the jam was over we kept working on the project, and I started helping with some concept art as well. All the concept art including animations were made with Procreate.


Concept Art - Artstyle

Concept Art - UI


Programming

I worked with a large team during this game jam and in this team I was one of three developers. I coded a map generator that would generate tiles infinitely as well as random props that spawn ontop of nearby tiles and disappear when the player moves far away. Aside from this feature I also worked on programming some UI functionality such as the upgrade select screen, pause screen and health indicators.


Seekers of The Deep

Development Time: 1 Week
My Work: Pixel Art, Animation
Game Engine: Unity
Assume 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.


Perry

Development Time: 6 months
My Work: Game Art, Animation, Concept Art
Game Engine: Unity
Play 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


Bready, Set, Birds!

Development Time: 6 months
My Work: Coding, Design
Game Engine: Unity
Feed, 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.


Mystic Passages

Development Time: 6 months
My Work: Environmental Art, Concept Art
Game Engine: Unity
Mystic 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

Development Time: 6 months
My Work: Environmental Art, Concept Art
Game Engine: Unity
Mystic 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.

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


Chroma Corp

30 Days, 30 Drawings, 24 Hours / Drawing
Skills : Concept Art, Illustration
Chroma Corp was a free 1 month online concept art bootcamp. There were different prompts everyday and we had to finish one drawing everyday.


Personal Illustrations / Fanart

Savoury Valley

Made during Chroma Corp.Lil aromatics hanging out in a hotpot valley!(Made with Procreate)
(2025)

Inverted Ocean

Made during Chroma Corp.(Made with Procreate)
(2025)

Unexpected Corgi

Made during Chroma Corp.(Made with Procreate)
(2025)

Spaghetti Yeti

Made during Chroma Corp.(Made with Procreate)
(2025)

Oafish Ballerina

Made during Chroma Corp.An oafish oarfish ballerina.(Made with Procreate)
(2025)

Mooshfrog

Made during Chroma Corp.My design was inspired by the clatherus ruber mushroom (a mushroom with a lot of holes) and the common surinam toad (Which gives birth through holes on its back)(Made with Procreate)
(2025)

Dr. Möthus

Made during Chroma Corp.The prompt was Insectoid Mad Scientist.(Made with Procreate)
(2025)

Object Inspired Outfit Design

Made during Chroma Corp.Today's prompt was to design an outfit based on the provided image.(Made with Procreate)
(2025)

Dream Police

Made during Chroma Corp.(Made with Procreate)
(2025)

Reverse Submarine

Made during Chroma Corp.The prompt was "Reverse Submarine" and I designed a sight seeing submarine for sea creatures.(Made with Procreate)
(2025)

Silksong Fanart

Fanart of the Frosted Peaks from Silksong(Made with Procreate)
(2025)

Little Goody Two Shoes Fanart

Fanart for the game Little Goody Two Shoes by Astralshift.(Made with Procreate)
(2026)

Infinity Nikki Fanart

Fanart of my character in the game Infinity Nikki.(Made with Procreate)
(2025)

Rune Factory 3 Fanart

Fanart of Pia from the game Rune Factory 3.(Made with Procreate)
(2025)

Crescendo - Concept Art

Made during the GGJ26 Kolibri Games Jam with a team of 8. The theme of the jam was "Mask". After the jam was over I kept working with the team and made these concept art drawings.


Ship Eater

My Work: Environmental art, 2D animations
Game Engine: Unity
Art Program: Procreate
A 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”.


Perry

My Work: Game Art, Animation, Concept Art
Game Engine: Unity
Art Program: Procreate
Play as the imaginary friend of a socially anxious college student. Defend them from negative thoughts and help them overcome their fears.


Mystic Passages

My Work: Environmental Art, Concept Art
Game Engine: Unity
Art Program: Procreate
Mystic 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.


House Rats

My Work: Level Design, Sprites, Animations and Background Tile Sprites
Game Engine: Unity
Art Program: Procreate
A co-op puzzle game where you play as two rats trying to escape a house.


Crescendo - Concept Art

Made during the GGJ26 Kolibri Games Jam with a team of 8. The theme of the jam was "Mask". After the jam was over I kept working with the team and made these concept art drawings.


Ship Eater

My Work: Environmental art, 2D animations
Game Engine: Unity
Art Program: Procreate
A 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”.


Perry

My Work: Game Art, Animation, Concept Art
Game Engine: Unity
Art Program: Procreate
Play as the imaginary friend of a socially anxious college student. Defend them from negative thoughts and help them overcome their fears.


Mystic Passages

My Work: Environmental Art, Concept Art
Game Engine: Unity
Art Program: Procreate
Mystic 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.


House Rats

My Work: Level Design, Sprites, Animations and Background Tile Sprites
Game Engine: Unity
Art Program: Procreate
A co-op puzzle game where you play as two rats trying to escape a house.


Sprite Sheets


Sprites + Animations


Illustrations

Animal Forest

A cozy walking simulator 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.


Tidy Tombs

A cozy game about cleaning up a graveyard. This game was made for my Bachelor's Thesis with the topic "Aesthetics of Cozy Games". These models were made using Blender.