menu
Loading...
image

Christmas cactus with little cat totems drawing process. A print made for my mom as an xmas gift.

image

Created in honor of my groom’s-human James, a robotics engineer and researcher who balances his techy side with a deep love of meditation and green tea.

image

A digital print for my groom’s-human and amazing wildlife photographer Nathan Kelly. An adventurous porcupine cruises on his whale skiff for the perfect puffin shot.

image

An essential beast created for imaginationwolf. Find her cool art on Instagram.

image

Print for @spookmountain, plus drawing process video. A rollerblading, keytar-sword-weilding, cyberpunk rooster grinding down an aerial rope.

Part of a series of essential beasts, created for my groom’s-humans after my wedding last year.

maximumwonk:

What happens when your character is controlled by physics and you turn all the joint anchors off…

maximumwonk:

Added some tutorial signposts and speech bubbles to my wonky witch game. Features like this take a long time and can feel pretty minor, but having things to talk to in the game makes the whole thing feel more alive!

maximumwonk:

Wonky witch game devlog 2/???

Our lovely Wonch now has some flashy spells she can cast to defend herself.  Super fun designing the particle effects for these in Unity!

crudlight:

Your life sucks, try Super Life! Now at your local musty arcade.

Love this! Criminally underrated creator here.

maximumwonk:

Took my wonky witch model from last October and turned her into a platformer protagonist!

maximumwonk:

Just pacing around, waiting for October.

maximumwonk:

A wonky elephant on a wonky rampage!  

Being able to knock around objects in the scene is one of the top benefits of a physics-based-animation system like this.  Obstacles also naturally impede motion, so creatures getting stuck or stumbling as they push stuff around is a big bonus.

Load more posts
Top