PRODUCER & CONCEPT ARTIST

WHAT IS IXENIDEN?

IXENIDEN: See No Evil is a first-person horror dungeon crawler presented in a retro PSX-inspired aesthetic.


RESPONSIBILITIES

  • Created 2D assets required for the 3D modeling pipeline, including turnarounds for the enemy models and custom textures for props and environment pieces. I also worked closely with our level designer for implementing these environmental components.

  • Created concept art for the visual development of the game's environment, making decisions for theming, architecture, colors, etc.

  • Managed the task backlog for art and held regular art production meetings in order to create a detailed schedule and assign tasks for the 3D pipeline.

  • Organized periodic and frequent playtests throughout development, a responsibility which included scheduling/outreach with testers and providing notes, questions, and relevant documentation. This also meant creating a development timeline requiring a new shippable build every 2-3 days.


CHALLENGES

Ixeniden is the first 3D game that I worked on in a team/studio setting, and so during development I learned a lot about how assets (both 2D and 3D) are passed between different artists and then to programmers for implementation.

Additionally, because of the game's nature as an action game with movement-focused combat, it was imperative that we frequently received feedback from testers throughout development to adjust the feel of the controls and UX.


CONCEPT ART

TIMELINE

Ixeniden was created during a week-long development period during Brackeys Game Jam.

(August 2025)


  • Utilized a rigorous development schedule built around frequent playtesting deadlines

  • Days 1-2 were dedicated to iterative concepting for characters, environment, and UI

  • Days 3-5 comprised of the modeling pipeline, turnarounds were sent to our 3D artists before UVs were returned to me for texturing

  • The remaining time was spent focused on implementation and illustration work


TEAM SIZE

  • 7 Members

  • Production work was split between myself and our technical producer

PLAY THE GAME