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.

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

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 — art direction one day, gameplay code the next.

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.
    • 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.

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

Read the case study
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

Read the case study

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

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

Get in touch

Let's build something

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