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my creations

this is a hub for things i've made, or things i'm still making. Hoping this list grows someday, but don't count on it.


Squad X (12th July, 2020)

PDF direct link if the embed is busted.

Squad X is an amateur adventure story about a group of kids who discover Mayhem Diamonds (yes, really), get superpowers, and engage world-ending threats; of course, stopping intermittently for some of that required slice-of-life goodness. This story was developed when i was in the 7th grade, at about 12 years old- and it really, REALLY shows. Despite that, i have a lot of love for how ironically funny it is to revisit. So much so, that i tried to do a faithful adaptation of the series into an animated webseries. This fell through about 75% of the way though Episode 1 in mid 2025, but i hope to pick it back up again at some point soon. I made a whole new design document for the rewrite that i cannot let go to waste.


Blue Collar (7th June, 2025)

Blue Collar is a custom character i developed for Rivals of Aether workshop. His character design/concept initially begane from an intense crunch to finish an Adobe Flash assignment i had in art class a year ago. In this state, he didn't yet have a name, and his shade of blue was considerably higher. When i committed to building a RoA character, i needed someone with extremely basic shapes and proportions to introduce myself into pixel art. This decision to use the guy from my art class also got him the objectively hilarious name Blue Collar, deriving from his primary colour and his career as an Aussie tradie. As such, he has moves that represent this- a stop sign, a screw, and more loose props such as fire hydrants and magnets are features of his moveset. Where tradie inspiration isnt taken, he draws inspiration from Melee's space animals, most notably in his shine and upthrow.

Spritesheet for Forward Air. It contains 10 frames, and is by far the hardest sprite i worked on.

Overall, after just under a year in development, Blue Collar is my crowning achievement in technical terms, and maybe even in design terms- though the good design of the spacies carry a lot of that. Despite his simple nature and crude pixel art, i'm surprised i even got to the end of the road of development with him, and Rivals workshop stuff is definitely something i want to try again- maybe, a stage? Who knows.