✧˖° 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,...)
✧˖° MY GAMES ✧˖°
Animal Forest
Development Time: 6 months
My Work: 3D Art, Programming, VFX
Game Engine: UnityA 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: 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.
✧˖° MY GAMES ✧˖°
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”.
Crescendo
Development Time: 2 Days
My Work: Coding, Concept Art
Game Engine: UnityCrescendo 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: 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'.
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.
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.
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: UnityA 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: 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.
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 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: 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).
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.
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: 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
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: 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.
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
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.
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
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.
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
✧˖° MY ART ✧˖°
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
✧˖° MY ART ✧˖°
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: ProcreateA 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: ProcreatePlay 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: ProcreateMystic 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: ProcreateA co-op puzzle game where you play as two rats trying to escape a house.
✧˖° MY ART ✧˖°
✧˖° MY ART ✧˖°
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.
✧˖° MY ART ✧˖°
Ship Eater
My Work: Environmental art, 2D animations
Game Engine: Unity
Art Program: ProcreateA 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”.
✧˖° MY ART ✧˖°
Perry
My Work: Game Art, Animation, Concept Art
Game Engine: Unity
Art Program: ProcreatePlay as the imaginary friend of a socially anxious college student. Defend them from negative thoughts and help them overcome their fears.
✧˖° MY ART ✧˖°
Mystic Passages
My Work: Environmental Art, Concept Art
Game Engine: Unity
Art Program: ProcreateMystic 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.
✧˖° MY ART ✧˖°
House Rats
My Work: Level Design, Sprites, Animations and Background Tile Sprites
Game Engine: Unity
Art Program: ProcreateA co-op puzzle game where you play as two rats trying to escape a house.
✧˖° MY ART ✧˖°
Sprite Sheets
Sprites + Animations
Illustrations
✧˖° MY ART ✧˖°
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.
















































































































































































































































































