Ink Bound was developed over a 10-week span as part of my MFA program by our team of seven, ABZtract Studio.
This post highlights the key aspects of the game that I personally contributed to and helped bring to life.
I served as Co-Producer, Creative Director, Character Artist, and Technical Artist, guiding the project’s creative vision while contributing to character development, animation support, level design, technical implementation, and some narrative writing.
This project was brought to life through close collaboration with an amazing team:
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- Amanda Mulkey
(Co-Producer, Technical Director, Lead Programmer)
- Zaimeng Zhang
(Gameplay Programming, UI/UX, Sound Design)
- Bryanna Cantrell
(Animation, Character Art)
- Alyssa Hussong
(Character Art, Props, VFX)
- Alec Andrews
(Environment Art, Level Design)
- David Harris
(Environment Art, Level Design, Narrative)
Together, we brought a cohesive and compelling game experience to life, one that I am extremely proud of.
Demo Trailer
Muse: I was responsible for the concept development, high-poly sculpting, optimization, texturing, material setup, and look development, in addition to creating the ChromaFlow upgrade animations and the liquid orb shader.
R&D to make sure Post Processing Materials Can Change based on R,G, or B channel.
one of the first Tests of the Post Processing Materials working with Amandas painting system.
Early look dev test with Post Processing Materials Working with Amanda's Painting System.
Bridge interactable. I was responsable for modeling texturing and seting up code, some of the code i implemented was from Amanda and Zaimeng
Butterfly inkbeast. I was Responsible for Entire asset, except for the VFX which were done by Alyssa