Artist · Designer · Developer

MG Irvine

I love building interactive worlds that people want to stay in: Directing art, modeling assets, and writing the code that puts them on screen.

  • B.S. Game Design & Development, RIT — Summa Cum Laude, GPA 3.89
  • Minor in Comic Studies
  • Adobe Design Circle Scholar · dragon & bird enthusiast

Current Passion Project

Illuminate

In active development

DesignerDeveloperArtist

A remake of the first game I ever designed when I was 16. You're a star dragon exploring a dark cave with a limited supply of light, mining stars and other resources, then returning to your nest to buy upgrades and craft nightlights for sleepy dragons.

I'm expanding my original simple idea with generated caves, multiple resources to collect, and deeper upgrades. This is an in-progress build, so expect rough edges and frequent updates.

  • Click the game window to focus it before playing.
  • Best on desktop with a keyboard.

Godot · GDScript · Pixel Art · Web Export

Selected Work

Projects

Concept art of Peaceland, showing a willow tree and lantern-lined courtyard

Peaceland

Lead Artist3D ArtistConcept Designer

A narrative RPG set in a fictionalized post-conflict country, exploring memory and empathy as tools for peacebuilding. Developed as a vertically integrated student project across multiple cohorts. I owned art direction from initial concept through production, defining the color palette, typography, iconography, and environmental moodboards, and established the pipeline standards that successor teams still build on today.

Maya · Procreate · Photoshop · Substance Painter · Unity · 80+ custom assets

BugBox logo and stylized bug illustration

BugBox

3D ArtistConcept ArtistProgrammer / UI Engineer

A holographic idle simulation built for the Looking Glass display: A virtual ant farm where players customize modular low-poly bugs, watch emergent behaviors unfold, and shape creature interactions in a playful terrarium sandbox. I designed the stylized 3D models, animations, and UI, and built the AI pathing system behind bug movement.

Unity (C#) · Looking Glass Portrait · Maya · Substance Painter

Read the case study
Real-time rendering demo from a custom DirectX 11 graphics engine

Custom Graphics Engine

DeveloperRendering Programmer

A real-time 3D graphics engine built from scratch in C++ with DirectX 11 over an advanced graphics programming course. The engine supports a full rendering pipeline [physically-based shading, dynamic lighting, shadow mapping, and a custom content pipeline] built up incrementally from a blank Visual Studio project to a playable, hardware-accelerated build.

C++ · DirectX 11 · Live debug menu · Custom post-processing

More projects

Algae Cleaner: Tank Sim

Developer & Artist

Play as a snail cleaning a fish tank: Steer with your mouse to eat algae before it takes over, and click to blow bubbles.

Kiwi Kaptain

Team Lead, Developer & Artist

A 2D eat-and-grow game. Led visual direction, created every game and UI asset, and shipped multiple playable prototypes on tight deadlines.

InBody

Project Manager & Artist

A puzzle-platformer about mental health and self-care. Managed a 7-month cross-disciplinary team through to a complete, playable prototype.

Lethal Science Project

Artist

A rhythm bullet-hell game where players dodge and absorb enemy projectiles to pacify foes. Combat is built around a cooldown-gated absorption mechanic, balancing aggression with survival.

Blink

Developer & Artist

Balance a limited light resource to scare off ravenous rats while completing a puzzle to progress through levels.

Skull Nova cover art

Skull Nova

Artist

A fully reskinned Unity platformer built around a diaphanization-inspired visual theme.

Viridian Fishing

Developer & Artist

A stylized 3D scene built in p5.js featuring a hand-crafted GLSL dithering shader and procedural noise. Press E when a fish is within reach to catch it, filling your bucket with your haul.

Alt Game Controller

Programmer & Artist

A custom glove controller wired with flex sensors, mapping finger bends to face buttons for an alternate way to play.

Matawan Creek

Artist

A 3D environment recreation of Matawan Creek, New Jersey: The site of the 1916 shark attacks that inspired Jaws. Produced for a YouTube documentary.

Gallery

2D Art

Gallery

3D Art

About

Designer and developer, in equal parts

I'm a versatile game artist and developer with a background in art direction, C# / Unity development, and interactive media. I like working at the seam between a game's visual language and the systems that bring it to life.

I've spent the last four years directing art for student-led studio teams, teaching game design to 30+ students at a time, and shipping playable prototypes under real deadlines. I'm looking for a team that wants both halves of that skill set.

Design

Visual Storytelling · Color Theory · Composition · Iconography · UI/UX Design · Presentation Design

Tools

  • Unity
  • Maya
  • Blender
  • Photoshop
  • Illustrator
  • Substance Painter
  • Procreate
  • Piskel
  • Figma
  • Axure
  • GitHub
  • Miro

Technical

C# / C++ · Java · JavaScript · HTML / CSS · Prototyping · Wireframing · 3D Modeling · Level Design · Playtesting

Experience

Where I've worked

  1. July 2026 - Present Program Instructor Urban Arts & Endless Access: Intro to Game-Making in Godot · New York, NY
    • Led daily virtual instruction for high school students in game design fundamentals (level design, character creation, narrative writing, world-building) using Godot, across two three-week cohorts.
    • Delivered individualized feedback and progress monitoring, supporting students through final project development for a virtual showcase.
    • Handled attendance, payment reporting, and communication with students, families, and staff per organizational policy.
  2. May 2025 - Present Freelance Video Editor & Animator 2D & 3D Animation and Asset Production
    • Support 3D animation projects by building environments, props, and characters, and directing scene flow.
    • Organize and integrate visuals, sound effects, and voiceover to strengthen storytelling.
  3. Jun 2021 - Jul 2025 Alumni Teaching Artist Urban Arts Partnership · New York, NY
    • Designed and delivered game design curriculum for classes of 30+ students, from fundamentals to polished prototypes.
    • Guided iterative design [prototyping, playtesting, critique] helping students turn ideas into functional games.
    • Fostered a collaborative classroom while adapting teaching methods to diverse student needs.
  4. May 2024 - Aug 2024 Lead Artist, Entrepreneurial Co-op RIT School of Interactive Games & Media · Rochester, NY
    • Directed visual style and art direction for a narrative-driven game, establishing a cohesive aesthetic built around storytelling and emotional immersion.
    • Managed the asset pipeline and enforced naming/organization standards for an interdisciplinary team.
  5. Aug 2022 - Dec 2024 Teaching Assistant 2D & 3D Animation and Asset Production · Rochester Institute of Technology
    • Gave critique and hands-on guidance on 2D/3D game assets, UI elements, and animation principles for student projects.
    • Supported curriculum delivery and helped students improve layout, technical execution, and visual quality.

Get in touch

Let's build something

Open to full-time roles, freelance work, and collaborations in game art and development.