top of page

DOMINGOS
Pixel Art Pieces


Polearm Unit (Scrapyard Pitch)
I created this piece for a post humanity multiplayer game named scrapyard. I wanted to experiment with 8-directional billboard spriting in unity so I whipped up this guy. Sleek, elegant, specialized, and full of themselves, this was meant to be part of a group of characters that were all planned to be controlled by a single, vein mind, with prospects to remake the world in their image.

Elevator Goblin (Kneon Knights)
Created for a capstone school project this friendly character, was an item vendor that supplies the player with magical items when they reach the equally magical elevator in their sieged apartment building.

Vickers Victory C.2 Concept Bomber Re-creation (Experimental Warfare)
A long lost concept piece for an equally long lost experimental ww2 bomber design, I created this piece for a mini RTS inspired plane game, with the express purpose of continued practice of creating vehicles.

Turbo Wolf (Practice Piece)
An older learning work of mine, I wanted to experiment with opacity and lighting, so i created a Megaman X inspired wolf-bot with a flamethrower for a tail.

Rad Skeleton (Lava Surfers)
One of my more serious first tries at creating a non-mechanical character design, I created this radical dude for an early college school project about surfing, and sick tricks.
Some of My 3D Work

Cybercraft Minecraft mod
This piece is part of an in development Minecraft mod that I created in order to practice simple 3d and animations/implementation. It is an original design that I created to fill the role of an Aerial trooper for the Autobots from transformers, based off of various pre-existing jet transformers. Roll-Out!

Low Poly Ghoul
A further iteration of a stab I took at non-blocky low poly 3d, as well as trying my hand at a fantasy type monster for an early version of a capstone game called Kneon Knights. This model was also built with modularity in mind, where as his limbs, torso, and head could theoretically be swapped out for different versions. He should eat a little more.....

Toy Ray Gun
For this piece, I wanted to use maya and substance 3D painter to both model and UV map/Texture a weapon of my own, and then import it into unity for display. A bit of a big leap from what I usually work with, but it was an extremely valuable learning experience non the less. Pew, Pew.
<Coding And Implementation>

Dodgy Maneuvers (Game Jam)
Made for a small informal game jam, for this game I wanted to utilize effects, a 3d space, as well as a billboard script in order to make it seem like the players aircraft was moving, despite being still. This, combined with a bit of unity animation editing, really sold this idea, making the player feel as though they were soaring through the sky dodging flake, when they were really just sitting stationary and spinning.

Experimental Warfare Remastered (Updated Early Game Piece)
Originally an early game idea made in Game Maker, I wanted to remaster the idea and port it to unity. this gave me a perfect opportunity to practice C# coding, as well as practice sprite, animation, and mini-map implementation. redoing all visual scripting code into c#, as well as updating sprites, also gave the perfect opportunity to innovate a bit and add more features, as well as touch up some older sprites.

Scrapyard Proof Of concept Demo
My first attempt at billboarding, as well as 8-directional sprite implementation. As well as this, I got to experiment with Pop up interactable UI, as seen with the panel striping "minigame". This, combined with my pixel art style, and an (if i do say so myself) quite decent presentation, made for a good college capstone pitch. Not selected for the group project, but selected in hearts of many for sure.
bottom of page