Holiday Havoc


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First larger-scale client project. I was approached with a unique concept and some initial sketches to work from.I handled the technical setup and built the 3D models and textures from the ground up, then used them to construct the scenes.The process was highly collaborative, with a lot of back-and-forth along the way, and as the sole artist, I had significant creative control and responsibility.In total, 3 major game worlds were created, plus a few smaller scenes.


Video
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Software: Unity, Blender, Procreate, Krita.

-2026


Night at the Ocean


Finished a three-and-a-half-year bachelor's degree in Game Arts from Finnish University of Applied Sciences.
 
This was the practical part of my thesis, in which I created a stylized 3D scene for a portfolio. Link, written mainly in Finnish, as was the degree's policy.

Video

Software: Unreal, Blender, Krita.

-2025


Fluff Watch


Came up with the game idea, which was a cozy farm simulator-like game that also had some action. During the day you would take care of the sheep's needs and when the night fell you would protect them from the wolves.

School group project, tried out the lead artist role here.
We had a couple of exchange students, my first project that had English as the team's main language.
If I couldn't get the idea across well enough, I went to the drawing board, a picture is worth a thousand words.


Software: Unreal, Blender, Procreate, Krita.

-2024


DnD illustrations


Commission of DnD characters. I got a text document and some pictures from the client to help get their vision across.

Progress usually goes like this:
 
1. Sketches, fast ideas as varied as possible.
2. Refining the chosen one.
3. Line art.
4. Coloring.
5. Rendering.

Software: Krita, Procreate.

-2025


Bow shooting


Logo for the local bow shooting club, charity work.
Vector, limited color, and strict dimensions.


Software: InkScape, Procreate.

-2024