January 2025 - October 2025
Diegetic UI artist, 3D Modeling and texture artist, and Background artist.
Main Collaborators:
Franchesca Boongaling, Alex Beteta, Ishan Gupta, AJ Rivas, and Preciosa Oisorio Garcia.
External Collaborators:
Lucas Miranda-Knox, Zachary Harb, and Ethan Clark.
This game is currently in progress. Currently I have been working as the Main Environment artist within the group. The game itself is based around the player working as a clerk in a guild, and meeting adventurers that come to receive quests from the player. The focus is on the narrative with each character having their own story that players can change depending on the actions taken as the clerk. The game was released in October 2025 on Steam.
Steam: https://store.steampowered.com/app/3715020/Ye_Guild_Clerk/
When I originally started my role in this project was just meant to be a 2D background artist. In order to visualize the space for myself I decided to create a quick mock up in blender. I ended up sending this to my team, along with a few sketches of the layout, and from there we decided that we preferred the 3D space for the game. This started the process for the game to be 2.5D.
This was the very first model created after the team decided on 2.5D. This was made mainly to test what we liked and didn't like. The sketch on the bottom was made after discussing with the team. The materials wall was being workshopped and we started thinking of how we could work within a limited space.
2nd iteration of the model
The texturing process was a lot of trial and error. I learned how to texture with Blender’s Texture paint option. Originally I was hand painting the textures, but I quickly learned of an add on for texture paint photoshop to blender. In photoshop and Procreate I created pixel patterns that could be repeated and make the process smoother. From then on it was mainly creating patterns based on feedback from my team and my own creative choices.
After the initial prototype was made there were a few new additions that the group wanted to incoorporate. The main addition for me was the inclusion of a decorating system. We wanted players to have control over their environment and more options for freedom. This meant redoing the initial Model to create more detail and creating new textures to allow players to change texture colors. There was the inclusion of small objects that players could use to decorate with as well.
For the 2D Background art there were lots of sketches and ideas I came up with. This process required a lot of feedback form the group to get to a design we all liked. Our goal was to give more life to the guild since players get a very limited view of the world they are in. The sketch farthest to the right is the one we ended up going forward with.
The background art was a much quicker process than the 3D modeling and texturing. The background art was all made based on group feedback. I tried my best to keep some of the items in the background similar to art made by the asset designer on our team. A lot of the patterns as well were reused from the blender model to keep the art style consistent.