BS @ RIT in Game Design and Development, Minor in Comic Studies, Adobe Design Circle Scholar, and a bird & dragon enthusiast.I am passionate about communicating through creativity, and using art to create something interactive and exciting.
MG Irvine is a passionate and versatile Game Designer and Developer with a strong background in art, storytelling, and interactive media. I thrive on creating engaging game experiences through a blend of creative design and technical development. Whether it’s brainstorming intuitive game mechanics or designing 3D models, I love using my skills to bring ideas to life.I’ve had the opportunity to collaborate with talented teams on game jams, internships, and academic projects, and I’m always excited to work with others to create something innovative and impactful. I’m eager to bring my expertise in Unity, Unreal Engine, C#, C++, and 3D modeling to new projects and continue learning from industry professionals.If you’re looking for a driven, collaborative designer with a passion for game development, let’s connect! Feel free to explore my work at mgirvine.com
Unity, Godot, Unreal Engine, MonoGame, PixiJS, p5.js, C#, C++, HTML/CSS, GitHub
Procreate, Piskel, Aesprite, Adobe Photoshop, Adobe After Effects, Autodesk Maya, Blender
Role: 2D Artist, Concept Designer, & Task ManagementWhat I did:
- Designed mood boards, character sheets, tilemaps, & location references.
- Created concept art, 2D animations, & tile maps.
- Developed and updated task list and design documentation.
Resources used:
Unreal -> Godot & C#, Miro, Google Sheets / Slides / Docs, Procreate, Aseprite, Discord
Project: LSP is a rhythm bullet hell game in which the player runs through tile-mapped dungeons with predetermined scattered enemies. While moving, the player must dodge the light bullets shot by each enemy and absorb them to pacify each enemy.Players are challenged by having to balance evasion and survival with absorbing consistently to progress the battle to its end. Due to the cooldown system, they are not free to absorb everything in their way without risk, and need to play it safe until the cooldown wears off.
Role: 3D Artist, Concept Designer, and ProgrammerWhat I did:
- Modeled and textured low-poly bugs with distinct modular features.
- Created concept art, emphasizing approachable and colorful designs to appeal to a wide audience.
- Developed gameplay mechanics: bug AI for omnidirectional pathfinding, dynamic interaction systems, and player-facing UI for customization and stats.
- Bug Box creates an immersive, educational idle experience that bridges the gap between virtual ecosystems and real-world empathy, bringing tiny creatures to life in a holographic world.
Resources used:
Unity & C#, Unreal Engine & C#, Adobe Substance Painter, AdobePhotoshop, Maya, Procreate,Google Drive, Discord
Project: Bug Box is a holographic simulation built for the Looking Glass display, designed to mimic the wonder of a virtual ant farm. Players can customize their bugs, observe their interactions with the environment, and influence their behavior in a playful, non-threatening way.Key Features:
Bug Customization: Interchangeable low-poly parts for beetles, ants, and grasshoppers, paired with customizable textures.
Interactive Terrarium: Bugs dig tunnels, navigate obstacles, and interact with feeding mechanics within a dirt cube environment.
Immersive Observation: Rotate the holographic cube for multi-angle viewing and hover over bugs to see their stats (e.g., age, health).
Day/Night Cycles & Biomes: Environment designs include dirt, grass, and potential desert or forest textures to enhance variety.
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Role: Lead Artist, Concept Designer, & 3D ModelerWhat I did:
- Led the art team during concept, design, and development phases
- Created moodboards, references, and sketches for settings and characters
- Collaborated across teams to maintain a cohesive artistic vision
- Ensured asset organization, naming conventions, and production standards
- Contributed 3D modeling and Unity integration for various in-game assets
Resources used:
Unity & C#, Adobe Substance Painter, AdobePhotoshop, Maya, Procreate, Miro, Google Sheets, Discord
Project: A collaborative project to create a role-playing video game set in a fictionalized post-conflict country, focusing on fostering empathy and understanding the impact of memory on peacebuilding.[IN PROGRESS]While I no longer work directly with this project, there're still cohorts of students working on our vertically integrated design.
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Role: Project Manager & Art Lead5-week-long group project for IGME450 Casual Game Development.What I did:
- Game design documents & production plans
- Built prototype for player movement, collision, and loss conditions
- Level and sprite design
Resources used:
Unity & C#, Procreate, Google Drive, Discord
Project: Play as a Kiwi Pirate Captain, plunder enemy Chicken Ships for their kiwi fruit before you perish of scurvy on the open seas!
↓ the prototype ↓
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Link: Itch.ioRole: Project Manager7-month group project to raise awareness for mental health issues and self-care.What I did:
- Game design documents & production plans
- Puzzle mechanics
- Level and sprite design
Resources used:
Unity & C#, Procreate, Google Drive, Discord
Project: Play the part of a little white blood cell working to solve puzzles and cure the sickness inside the body.
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Role: Game Developer & Art LeadGame Dev & Algo Prob Solving semester-long puzzle-based horror game.What I did:
- Character & level design
- Sprites & animation
- Object interaction code
Resources used:
Monogame & C#, Visual Studio, Procreate, Google Drive, Discord
Project: Balance a limited light resource to scare off ravenous rats while completing a puzzle to progress through levels.
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Link: Itch.ioRole: Sole Developer and ArtistWhat I did:
- Player input & enemy movement code
- Sprite & animations
Resources used:
Unity & C#, Procreate
Project: A simple scarecrow dragon shoot 'em up protecting his crops from ravens and bugs!
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Link: Raging ScalesRole: Sole Developer & ArtistWhat I did:
- Sprites & animation
- Player & enemy interaction code
- Utilizing ES6 classes
Resources used:
HTLM, Procreate
Project: A Web-based SHMUP IGME Web Tech Final Project.
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Link: Itch.ioRole: Sole Developer & ArtistWhat I did:
- Obstacle avoidance & state transitions
- Pathing and flocking code
- Sprite & animations
Resources used:
Unity & C#, Procreate
Project: Simple fish tank simulator. Care for two types of fish by placing the correct fish food if they are hungry, or add a new fish to the tank if they are bored.
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Role: Sole Developer & ArtistWhat I did:
- Concept art and level design
- Mood boards, storyboarding, and an intro animatic
- Player and enemy animations
Resources used:
Unity, Procreate, Adobe Photoshop
Project: Completely reskinned a default Unity game, using a personal theme and concept art to unify level and character design.
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Maya, Blender, Adobe Substance painter, Unity
p5.js, Maya
Project: You are a fisherman trying to get a good fish dinner. Press 'E' when the fish is within reach to catch it. Watch as your bucket fills up with your fishy haul!
Project: You are a snail trying to clean your fish tank. Move your mouse around to eat the algae and prevent the tank from building up too much green! 'Left-click' to make some bubbles!
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PIXEL ART: game assetsPiskel, Aseprite, Procreate, Adobe Photoshop
GROWTH PORTFOLIO: Change after Depression and LossAcrylic, Pen and Marker, Gouache, Colored Pencil, Print Making