This blog is a repository for my art, as well as some writing and academia. Some posts about life more generally. Consider this a sort of online portfolio.
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Trying to simplify my character sheets for Artfight to reduce stress, which creates the additional challenge of capturing their personalities with very few lines... the Tintin problem, if you will.
But it's genuinely quite nice to realize how much my character design has improved since I started, especially in terms of facial diversity and implied movement. And color theory.
Character sheet here!
#artfight#artfight2025#character design#original character#illustration#artlayton#I tend to mull over the same “archetype” for a while before arriving at a distinct character#so Milena and Captain Schwarz are very much related in that regard
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Typical character dev sketches. I didn't end up doing anything with Captain Schwarz, but it usually takes a few different versions of a character for me to decide who I'll actually write about.
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In 2022 I made a few bare-bones assets for one of my high school art teachers, who was looking to teach a course on game design. I hope she has a better intro for her students than my patchwork godot file, now...
(you'll have to click these little stripes for better quality, they're actually run cycles!)
Even if the coding was sub-par, there are a lot of elements I still like--the animation, world design, and even collision came together really well, and I even had footstep and rain audio! It was, at least, a fantastic learning experience.
Did I mention parallax? No? That made the whole thing worth it. I loved implementing the parallax effect.
Talking about it like that makes me want to pick up godot again...
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This is a tester post to make sure tags work. Actual media coming eventually...
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