DARIEL RAMOS PORTFOLIO
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Games
Mushroom Kid’s Big Grass Sword is a narrative, physics-based, precision platformer that follows Mica, a little mushroom, on a journey to rescue their village with a sword that grows.
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Role: Enviornmental Artist
Length: October 2023 - Present
Engine : Godot
Studio: Team Broke Kids
Steam Page: Demo / Full Release
Wishlist: Over 1000
Awards: GDOC EXPO 2024 Selection, GameFest 2024 Grand Prize Winner, RIT EDGE 2024 Aesthetics Winner
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What did I do?
- Created Background images for the Cave Entrance, Taiga Level, and Main Menu Screen
- Created vegetation tiles for the Village and Taiga Level and ground tiles for the Taiga Level
- Researched and introduced Parallax Scrolling into the project
- Created foreground and midground assets to facilitate Parallax Scrolling
- Created concept art for the Cave Entrance, Taiga Level, and Engine Level
- Assisted in securing $15,000 USD from a public Kickstarter through eye catching art
- Promoted a fun and relaxed environment to help prevent burnout
- Went to events to promote the game
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What did I learn?
- How to make pixel art in a quick and effective way
- how to use Aseprite and Gimp
- Convert 3D thinking into a 2D space
- How to better sell a game
Title screen, December 2023
Parallaxing Test, August 2024
Level 2 Test, November 2024
In this Lovecraftian Souls-Like set in an overrun seaport, the last remaining knight must face monsters born of the mist as they seek the source of the corruption.
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Role: External Enviornmental Artist / External Concept Artist
Length: August 2024 - Present
Game Engine: Unity
Studio: Petrichor Studios
What did I do?
- Created economical environment assets and props that inspired positive changes in the level design and gameplay along with delivering the ruined medieval feeling desired
- Assisted in the creation of the Art Bible by teaching how to make one, creating multiple sections of the art bible, and gathering feedback from experienced art directors.
- laid the groundwork for our material creation process and look
- Assisted in created the art pipeline for a team of 6 (and growing) artists
- Created concept art of all of the environments and some key art
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What did I learn?
- How to effectively make an Art Bible
- How to improve the art pipeline for a diverse group of artists

EchoesInTheMists
GDC Trailer, February 2025


Onboarding prototype, February 2024
Village East Prototype, August 2025
Hub area Prototype, August 2025


VIllage East prototype, August 2025
Ugly The Cat: Missiles and Mayhem

Ugly The Cat: Missiles and Mayhem is a 3D action-combat party game inspired by Quake, where players fight as cats with bazookas in a hectic and chaotic gameplay environment.
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Role: Main Artist
Length: January 2024 - May 2024
Game Engine: Custom PlayStation 5 Engine, Unity
Awards: GameFest 2024 Technical Excellence Nominee
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- Created 3D models for the Character and Environment along with textures
- Managed the Art Pipeline
- Made all of the Concept Art
- Assisted in the creation of the Graphics Engine
Ugly the Cat PS5 Engine Gameplay
Ugly the Cat Unity Gameplay Prototype
Technical Art
Changeling VR
Summer 2023
Worked on Changeling as a Technical Artist where I managed the game art pipeline and optimized the game. the team I was on managed to get a 60x improvement in frame time while also improving the visuals. I also taught the 2d artists how to create textures and models to improve the flow of the art pipeline
ChangelingVR | Home (changelingvr-web.vercel.app)

NASA M2M X-Hab
August 2023- December 2023
I was a technical artist working on the Mars X-Hab game team within RIT working with NASA. I was working to optimize the AR simulation that the rest of the team was making in order to allow it to work well on AR headsets without consuming much computing power.
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Additional Info: RIT wins award to develop game design training platform as part of NASA’s Moon-to-Mars Mission | RIT
3D Art
BLENDER
Starting as a passionate 2d artist who wanted to test out some 3D art in early 2020, I quickly grew a passion for 3D art for games and movies.
ZBrush
Recently started to test out ZBrush to make large monster face sculptures
Substance Painter
Creating powerful and beautiful textures for games and renders