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Games

Mushroom Kid's Big Grass Sword

Mushroom Kid

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

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Title screen, December 2023

Parallaxing Test, August 2024

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Level 2 Test, November 2024

Mists Of Thule

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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

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Area 2 prototype, November 2024

Area 1 Prototype, November 2024

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Starting view concept, September 2024

Lighthouse concept art, September 2024

Ugly The Cat: Missiles and Mayhem

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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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What did I do?

- 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 

What did I learn?

- Learned how to make art in a very cartoony style

- Learned some basic graphics engine concepts

Ugly the Cat PS5 Engine Gameplay

Ugly the Cat Unity Gameplay Prototype

Ugly the Cat Concept Art

Changeling VR

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​Role: Technical Artist / 3D Art Teacher

Length: May 2023 - August 2023 (Internship)

Engine : Unreal Engine 4

Studio: Magic Spell Studios

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What did I do?

- Optimized Material Shaders, level lighting, and LODS for an approximately 30 times improvement in performance with no noticeable drop in visual fidelity. 

- Researched multiple ways to improve performance

- Taught art team members how to use Blender and Substance painter to improve the art pipeline

- Benchmarked performance on multiple machines

- Assisted in creating a Tech Art Bible

- Researched multiple VR headsets in order to set performance goals 

- Created 3D assets and watercolor materials

- Worked on a team of 80+ people across different departments 

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What did I learn?

- How to make and improve Unreal Material Shaders 

- Optimization strategies and best practices

- How to easily convey information to teach others

- Learned Substance Painter

- How to work in large teams

Changeling Trailer

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Performance menu within the onboarding level

Snowbringer

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​Role: Material Artist / 3D Artist Generalist

Length: August 2023 - February 2024

Engine : Unreal Engine 5

What did I do?

- Created Smart Materials in a Watercolor Style

- Created Enemy, Character, and Enviornmental models

- Worked with a group of 12 people at our peak

What did I learn?

- How to make Smart Materials

- How to use material post processing filters

Ranged Enemy Material Test

Watercolor Material Test

Little Guys

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Little Guys is an Isometric Co-op 3D Puzzle game on the Tilt Five AR Glasses.

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Role: 3D Art Generalist / Team Lead

Length: March 2024 - Present

Engine : Unreal Engine 5

What did I do?

- Organized a team and negotiated with our institution to help facilitate development

- Adapted development multiple times to create art that would look best on specialized hardware

- Created art that would minimize motion sickness and improve clarity in AR

What did I learn?

- How to manage a team during the early stages of a project

- How to make art that works best on specific hardware

©2022 by Dariel Ramos. Proudly created with Wix.com

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