Illustration


Horror Illustrations

Personal works | 2025-2026 | ILLUStration & design

Illustrations swith a focus on horror and subcultural aesthetics. Inspired by horror 70s to 80s horror films and their pulpy movie posters. Integrating design and fashion into eerie horror concepts.


narrative illustration

Personal works | 2023-2024 | ILLUStration

Illustrations exploring emotional and narrative depths of the subject through symbolism and mise-en-scene.


Editorial & zine work

MODA ZINE, VOl. 1

INDIE PROJECT | 2025-2026
ILLUStration & DESIGN

MODA Volume 1 explored subcultural fashion alongside collaborating with artists across different art disciplines and styles. In this zine I was assigned to illustrate for the military goth fashion sub-genre.


Studio heartbreak x Moda

INDIE PROJECT | 2025-2026
ILLUStration & DESIGN

During my work with MODA i was also assigned to illustrate Sirena from Studio Heartbreak’s The Lovers in miligoth attire. These pieces were then used to promote MODA as well as the indie animation on their social media accounts.


the velvet compote, vol. 2: Devil's Claim

INDIE PROJECT | 2026
ILLUStration & DESIGN

Devil's Claim is a western horror anthology set during the American Wild West era (1860s-1890s), exploring the violent, supernatural, and unsettling underbelly of the American frontier.


Concept ★ game art


The Larva: Concept pack

Student PROJECT | 2026 | character, environment & artefact

In 1991, the decaying industrial city of Emery is overshadowed by Mount Heron Hospital, where Dr. Leah Steel, a once-passionate but now disillusioned neurosurgeon, performs her work with obsessive precision. When her mother is diagnosed with a fatal meningioma, Leah’s faith in medicine collapses, and during a desperate operation she discovers a green gemstone embedded deep within her mother’s brain. Drawn to it, she keeps the stone, only for it to awaken into a whispering presence that seeps into her mind, reframing sickness as something to be cultivated rather than cured. After her mother’s death reveals the entity, Lover, as something far from a ghost, Leah forms a disturbing partnership with it, using her position as a lead neurosurgeon to infect and heal patients in an endless cycle to feed the phantom’s hunger in exchange for otherworldly power. As Mount Heron becomes their private incubator for suffering, Leah’s identity as a healer erodes, and the line between control and possession blurs.

Implementation

The player will view Leah in third person, as the story’s “anti-hero” type protagonist. Lover will be a supporting character that share as much importance as Leah in the story, but the player cannot control Lover. Each game day in the hospital, the player moves as Leah, performing surgery, making moral decisions, diagnosing patients. At night when Leah sleeps, she is transported into her nightmare world where she has to evade monsters that are the physical manifestations of different diseases.The player can use Lover’s abilities to spot illnesses more easily, manipulate flesh in surgeries, but in turn has to “feed” her, which the player can do by making patients more ill. If the patient dies, however, they will no longer be able to “feed” Lover, and Leah’s reputation will be affected negatively.The gameplay will be narrative, mystery, and puzzle based, with none to very little combat, leaving the player feeling more on edge as they have no way to fight the horrors but instead having to find ways to evade the monsters in Leah’s nightmares.

Leah steel

Leah Steele is a neurosurgeon driven by obsessive precision and control. To her, medicine is dominance over biology. Beneath her clinical discipline lies a growing dissatisfaction, as if every “successful” outcome only proves how little she actually understands about life and death. Her talent and skill, though unmatched, did not satiate her crave for the excitement she first felt when she opened a skull.

Lover, the phantom

Lover exists inside a green pendant like a thought trapped in glass. She is shapeless will given awareness by Leah Steel. She bears an existence that cannot be explained. Whether she laid dormant prior to Leah Steele’s discovery of the green stone is unclear. Whatever the case, her hunger for sickness is untempered.

The frame surrounding the gemstone was designed with ornate metallic detailing inspired by vintage jewellery, elevating the stone into something that feels sacred.The bolo ties act as a visual link between Leah and Lover, both featuring the green gemstone central to the story. Subtle variations reflect each character’s personality. Leah’s version incorporates lace and ribbon details to emphasise femininity, whereas Lover’s design remains simpler and more masculine to reflect her ambiguous gender.

Leah’s office functions as an extension of her character. Antique furnishings and preserved specimens create a space that feels intellectual but also obsessive.The artefacts displayed throughout Leah’s office reflect her fascination with preservation and mortality. Real medical references were combined with ornate decorative forms, transforming scientific specimens into unsettling collector’s pieces.

The laboratory contrasts Leah’s office through colder palette of colours and materials. Desaturated blues, steel surfaces, and harsh lighting reinforce the environment’s surgical purpose, while details such as the aged copper hint at corruption beneath the surface.


Born from thorns and dust: western horror environment concept

Student PROJECT | 2024-2025 | environment

Based on artist’s original story Born From Thorns and Dust, which follows a vampire’s survival in the late 19th century USA. The environment concept focused on the hideout of two vampires, who took over an abandoned quarry. Final images are created using both 3D and 2D elements.


Reverie's end: platform game assets

student project | 2025 | Environment & assets

Set in a world inspired by Alice in Wonderland, Reverie’s End follows a girl who has been put into a strange, dreamlike world where she must find keys to escape back into her own familiar place. The art style direction in this game was more round and cute.This was a group project where I collaborated with other game art students to make a game demo.


It's not haunted, i promise!: UI design and character concepts

student project | 2026 | Ui & character

It's not Haunted, I Promise! is a multiplayer co-op game with two teams, the ghosts and human agents. There are 3 rounds per match.During a round ghosts and agents will explore the map, agents with the role of cleaning and ghosts with the role of destroying. At the end of every round there will be a tally of points for each team depending on how much they cleaned or destroyed.When a round ends each group will be led to an upgrade menu where they can spend the points to buy upgrades for their gear or skill points to progress further in the next round.The team with the highest score in 3 rounds is the winner.

The UI design of this game takes on a diegetic approach, meaning that whatever the player sees is also from the point of view of the characters. Items such as clipboards, books and catalogues are often used to provide information to the player as the character switch to different locations (shop, preparing to enter the house, inside the house).

Illustrated assets for pitch presentation

Unused designs for ghost players.



TRIEDKISS 2026