Rivals of Aether Pixel Art
I've spent a great deal of time creating pixel art and animations for Rivals of Aether characters over the years. I've also done a lot of extra art using the Rivals style as practice. Below are projects I've worked on as well as various pieces of art made for the community.
These are some of the Rivals of Aether portraits I've made, with some being just for practice while others have been used for actual characters. Included are also a number of base sprites I've made over the years. Characters shown include a number of original designs, as well as those from Deltarune (including fan content by RV Pine & The Winterer), Morbius (the movie), Five Nights at Freddies, Wynncraft, Inscryption, and OCs by Jetie and Hansonimation.
Rivals Character Animation
Tournament Graphics
These represent some of the larger graphics I've made over the years for various different tournaments, using various different tools including Adobe Photoshop, Illustrator, and Aseprite.
Daily Art
These represent some of the larger graphics I've made over the years for various different tournaments, using various different tools including Adobe Photoshop, Illustrator, and Aseprite.
This was a project I worked on as part of my first year at RIT, in which I created assets for a mock game. It gave me a great deal of experience using Photoshop, Premiere Pro, and Adobe Aftereffects.
Card Games
Over the years I've worked on various card games, mainly using Inscryption and Magic the Gathering as references. These include the game Modular, as well as a framework I developed to make cards sets with others called CGoaT.
A completed card game, it was based around playing cards and attaching abilities to them over time to alter their core function. The goal was to get opposing player's health down to zero by attacking with these cards, however attacking was risky as it took a lot more effort to build up cards, so wasting them without a plan could mean certain defeat.
CGOAT
This card game was notable because rather than being directly designed for play, it was instead made as a set of rules others could use to make their own card sets, and then battle with them. Primarily based off my experience with Rivals Workshop, I've slowly evolved the framework over time, creating various sets within it to learn about card design. The key part of designing a set is the resource used to play its cards, as every set must use a different resource and core mechanics. This allows for a lot of wacky designs to be made, however because they are all based on the same foundation the concepts included are still within reason.
(References Exiling from Magic the Gathering)
Based around permanently removing cards from the game to gain resources, Plot cost cards focused around making thinking ahead and making tough choices but gave the player a lot more unorthodox defensive options in return.
(References Mox from Inscryption)
The goal of this set was to make a resource that is split up based on each one's core purpose. The goal is to make players pick and choose which ones to develop but never reliably be able to take them all leaving clear weak spots.
(Unique mechanic)
Bytes are a support mechanic which gives the player a shop from which they can buy cards (the stock of this shop is a copy of the player's initial deck, with 6 cards being purchasable at the start). Bytes also have a unique mechanic called Malware which lets you apply negative effects to opponents.