✦ 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.✦ BS @ RIT in Game Design & Development, Minor in Comic Studies

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!
Unity, Godot, Unreal Engine, MonoGame, PixiJS, p5.js, C#, C++, HTML/CSS, GitHub
Procreate, Piskel, Aesprite, Adobe Photoshop, Adobe After Effects, Autodesk Maya, Blender
✦ LETHAL SCIENCE PROJECT ✦

Role: 2D Artist · Concept Designer · Project CoordinatorContributions:
- Produced mood boards, character sheets, and location references to establish and maintain a cohesive visual direction across the team.
- Designed and iterated on tile maps and 2D character animations in Aseprite and Procreate, delivering production-ready assets for integration.
- Maintained task lists and design documentation throughout development, keeping the team aligned on scope and deliverables.Tools & Technologies:
Godot & C#, Miro, Procreate, Aseprite, Discord, Google Workspace

Overview: LSP is a rhythm bullet hell game where players navigate tile-mapped dungeons, dodging and absorbing enemy projectiles to pacify foes. Combat is built around a cooldown-gated absorption mechanic that forces players to balance aggression with survival, creating a risk-reward loop at the core of every encounter.Key Features: Rhythm-Based Combat · Cooldown-Gated Absorption Mechanic · Tile-Mapped Dungeon Layouts · Original 2D Animated Assets

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✦ BUG BOX ✦

Role: 3D Artist · Concept Designer · ProgrammerContributions:
- Modeled and textured low-poly beetle, ant, and grasshopper rigs with interchangeable modular parts and customizable texture support using Adobe Substance Painter and Maya.
- Designed concept art establishing a colorful, approachable visual identity aimed at broad audience appeal.
- Engineered bug AI with omnidirectional pathfinding, tunnel-digging behavior, and environment interaction systems in Unity and C#.
- Built player-facing UI for real-time bug customization and live stat readouts (age, health, behavior state).Tools & Technologies:
Unity & C#, Unreal Engine & C#, Adobe Substance Painter, AdobePhotoshop, Maya, Procreate,Google Drive, Discord
Overview: Bug Box is a holographic idle simulation built for the Looking Glass display, designed to mimic the wonder of a virtual ant farm. Players customize modular low-poly bugs, observe emergent behaviors within an interactive terrarium, and influence creature interactions in a playful sandbox environment.Key Features: Bug Customization · Omnidirectional AI Pathfinding · Interactive Terrarium · Holographic Multi-Angle Viewing · Day/Night Cycles · Biome Variety

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✦ Peaceland: Choose Your Memory ✦
Role: Lead Artist · Concept Designer · 3D ModelerContributions:
- Led art direction across concept, design, and production phases for a multi-discipline team.
- Produced mood boards, character references, and environment sketches to define the game's visual identity.
- Enforced asset organization standards including naming conventions and file structure to support a scalable, handoff-ready production pipeline.
- Modeled and integrated 3D assets into Unity in collaboration with engineering and design teams.Tools & Technologies:
Unity & C#, Adobe Substance Painter, AdobePhotoshop, Maya, Procreate, Miro, Google Sheets, Discord

Overview: Peaceland is a role-playing game set in a fictionalized post-conflict country, exploring themes of memory and empathy as tools for peacebuilding. Developed as a vertically integrated student project with multiple cohorts contributing across disciplines, the game is currently in active development by successor teams building on the original design foundation.

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✦ Kiwi Kaptain ✦
Role: Project Manager · Art Lead · ProgrammerContributions:
- Pivoted the project's core design direction mid-development in response to team constraints, redefining scope and rebuilding the production plan to deliver a shippable game within the remaining timeline.
- Authored game design documents and production schedules, managing task distribution and milestone tracking across the team.
- Prototyped and implemented player movement, collision detection, and loss condition systems in Unity and C#.
- Designed levels and created original sprite art in Procreate.Tools & Technologies:
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!
Overview: Kiwi Captain is a casual action game where players helm a Kiwi Pirate ship, plundering enemy Chicken Ships for kiwi fruit before succumbing to scurvy on the open seas. Originally scoped as a cooking game, the project underwent a full design pivot mid-development, requiring a rapid redesign of core mechanics, scope, and deliverables under a 5-week deadline.Key Features: Casual Action Gameplay · Player Ship Movement & Collision · Scurvy Loss Condition · Original Sprite Art · Full Mid-Development Design Pivot
↓ the prototype ↓
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✦ INBODY ✦
Link: Itch.ioRole: Project Manager · Puzzle Designer · Artist7-month group project to raise awareness for mental health issues and self-care.What I did:
- Managed production across a multi-person team over a 7-month development cycle, authoring game design documents and maintaining production plans to keep the project on schedule.
- Designed and implemented navigation-based puzzle mechanics in Unity and C#, building levels around the internal body as both setting and puzzle context.
- Created sprite art and level designs that reinforced the game's biological theme and supported its mental health awareness messaging.Tools & Technologies:
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.
Overview: InBody is a puzzle game developed over 7 months to raise awareness for mental health and self-care. Players take on the role of a white blood cell navigating through the body, solving pathfinding puzzles to cure illness from within. The project was built with a larger team in Unity and shipped publicly on Itch.io.Key Features: Pathfinding Puzzle Mechanics · Body-As-Environment Level Design · Mental Health Awareness Theme · 7-Month Multi-Discipline Production · Uploaded on Itch.io

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✦ BLINK ✦

Role: Game Developer · Art LeadGame Dev & Algo Prob Solving semester-long puzzle-based horror game.Contributions:
- Designed and implemented environmental trigger and switch interactions in C#, building the puzzle layer that gates level progression.
- Contributed to core game loop design around the draining light resource, balancing survival tension with puzzle solvability.
- Created character sprites, animations, and level layouts, establishing the game's horror aesthetic within MonoGame's rendering pipeline.Tools & Technologies:
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.
Overview: Blink is a horror puzzle game built in MonoGame and C# where players must conserve a draining light resource to ward off ravenous rats while solving environmental puzzles to progress through each level. The game creates tension through the constant pressure of resource scarcity, forcing players to prioritize when to spend light and when to endure the dark.Key Features: Draining Light Resource Management · Environmental Trigger Puzzles · Rat Enemy Threat System · Horror Aesthetic · Multi-Level Progression


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✦ Harvest ✦
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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✦ Raging Scales ✦
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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✦ Fish Tank Simulator ✦
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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✦ Skull Nova ✦
Role: Developer · ArtistContributions:
- Concepted and executed a diaphanization-inspired visual identity, establishing the theme through mood boards, concept art, and a consistent design language applied across all assets.
- Drew fully original player and enemy sprites and animations from scratch in Procreate and Photoshop, replacing all default Unity assets.
-Produced an original intro animatic to establish narrative context and tone before gameplay begins.Tools & Technologies:
Unity, Procreate, Adobe Photoshop
Overview: Skull Nova is a fully reskinned Unity platformer built around a diaphanization-inspired visual theme — drawing from the preserved specimen aesthetic of translucent bodies and exposed skeletal structures, blended with broader skull and bone imagery. Every visual element was replaced with original hand-drawn artwork, transforming a default Unity project into a cohesive, thematically unified game.Key Features: Diaphanization-Inspired Visual Theme · Fully Original Hand-Drawn Sprite Set · Custom Enemy Designs · Intro Animatic · Complete Unity Asset Replacement
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Maya, Blender, Adobe Substance painter, Unity
p5.js, Maya
✦ Custom Graphics Engine✦
Role: Graphics Engine Developer · Rendering ProgrammerWhat I did:
- Architected a DirectX 11 rendering pipeline from scratch in C++, managing the full D3D11 object structure including devices, swap chains, and render targets.
- Implemented mesh loading and rendering via a custom OBJ loader, supporting textured 3D models with material assignments.

- Built a constant buffer system for efficient GPU data transfer, enabling per-object and per-frame shader data updates.
- Developed a scene camera system with configurable projection and view matrices, supporting real-time user-controlled navigation.
- Authored HLSL vertex and fragment shaders supporting albedo textures, normal maps, and cube map environment reflections.
- Implemented a physically-based rendering (PBR) shading model with gamma correction for perceptually accurate material response under multiple light types.

- Constructed a shadow mapping pipeline producing real-time dynamic shadows cast across scene geometry.
- Integrated Dear ImGui for a runtime debug UI, enabling live inspection and adjustment of scene parameters during development.
- Managed a full content pipeline including texture loading, sky/environment setup, and asset organization within Visual Studio.Tools & Technologies:
C++, DirectX 11, HLSL, ImGui, Visual Studio

✦ GITHUB ✦
Overview: A fully functional real-time 3D graphics engine built from scratch in C++ using DirectX 11, developed over the course of an advanced graphics programming course. The engine supports a complete rendering pipeline including physically-based shading, dynamic lighting, shadow mapping, and a custom content pipeline — constructed incrementally from a blank Visual Studio project to a playable, hardware-accelerated build.Key Features: Box Blur Post-Processing · Multi-Mode Fog System · Height-Based Fog · DirectX 11 Rendering Pipeline · Custom OBJ Mesh Loader · PBR Shading & Gamma Correction · Normal & Cube Map Support · Shadow Mapping · Real-Time Camera System · Dear ImGui Debug Interface · Playable Build

Implemented a box blur post-processing effect as a full-screen screen-space pass, with a runtime-adjustable blur radius exposed through the ImGui debug interface.

Built a multi-mode fog post-processing system supporting linear, smoothstep, and exponential falloff modes, with runtime controls for fog color, start/end distances, and density. Extended the system with optional height-based fog driven by configurable vertical density and fog height thresholds.
✦ Viridian Fishing ✦
Intro: 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!
Role: Technical ArtistWhat I did:
- Researched and implemented a custom GLSL fragment shader producing a dithering effect that quantizes surface shading based on light intensity, replicating the pixelated look of early 3D graphics.
- Adapted Inigo Quilez's gradient noise algorithm from The Book of Shaders to drive procedural surface coloring on 3D geometry in p5.js WebGL mode.
- Modeled an original low-poly fish and constructed a full scene using stretched and transformed geometric primitives for lily pads, cattails, and a pond surface.
- Iterated across two project phases — first establishing noise-driven color on a 3D model, then building the complete dithering pipeline and scene composition.Tools & Technologies:
P5.JS, GLSL, WebGL, AdobePhotoshop, Maya
Overview: Viridian Moonlight is a stylized 3D scene built in p5.js featuring a hand-crafted GLSL dithering shader and procedural noise applied to low-poly geometry. The project depicts a moonlit pond environment, combining an original fish model with reshaped primitives to create an atmospheric, retro-inspired real-time scene.Key Features: Custom GLSL Dithering Shader · Procedural Gradient Noise · Original 3D Assets · Low-Poly Scene Composition · Orbital Camera Control
✦ Algae Cleaner ✦
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!
Role: Technical Artist · Programmer · IllustratorWhat I did:
- Implemented a metaball system where algae blobs grow, oscillate, and bridge neighboring blobs with bezier curves to create organic fluid shapes.
- Built a radial gradient vignette that grows greener as the algae array fills, providing passive feedback on tank cleanliness without UI elements.
- Integrated an L-system seaweed renderer with boundary detection to prevent branches from escaping tank walls.
- Added click-to-spawn bubble particles and a persistent snail trail to reinforce the player's presence on the glass.
- Wrote a reusable parametric star function supporting straight-edged and bezier-curved styles for decorative particle details.
- Drew original fish, snail, and environmental assets across a full layered tank scene.Tools & Technologies:
P5.JS, GLSL, WebGL, Procreate
✦ P5.JS ✦
Overview: Algae Cleaner is an interactive fish tank simulation built in p5.js where players control a snail suctioned to the inside of a tank's glass, eating procedurally growing algae blobs before they overtake the environment. The project combines custom generative art systems, player-driven interaction, and original hand-drawn assets into a cohesive, contained ecosystem.Key Features: Procedural Metaball Algae Growth · Dynamic Algae Vignette Feedback · L-System Seaweed with Boundary Detection · Click-Spawned Bubble Particles · Original 2D Assets · Contained Tank Environment

GAME ASSETS: DIGITAL ARTProcreate, Adobe Photoshop
GAME ASSETS: PIXEL ARTPiskel, Aseprite, Procreate, Adobe Photoshop
TRADITIONAL ART | GROWTH: Change after Depression & LossAcrylic, Pen and Marker, Gouache, Colored Pencil, Print Making
DIGITAL ART:
Procreate, Adobe Photoshop
COMICSProcreate, Acrylic, Mixed Media

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