Design Portfolio
Griffin Weathers
Game Designer/2D Character Artist
About me
I am a recent graduate in game design from Lawrence Technological University and it has been a journey, but also an amazing learning experience. The idea of bringing my passions and thoughts to life is truly amazing to me and I hope to someday show off those feelings through my art and skills.
Previous
work
(Any work done by group members in games is their own work.)
This project was a game that ended up being cut short, but the character design I created I am still very proud of the design process to get there.
Lightrunner Design Process
From sketch to art to final product..
2. Grapple Guy Concepts/Game
With another group, the goal was to make a fast paced grappling game and as the game went through many art styles, these were the original concepts to the simpler final character below.
3. Forest Action Shot (Character/Monster)
Starting with sketching to a full on action shot, I took the steps to make the characters and overall style of the environment as well.
Forest themed characters:
This was the final result:
Design Process
From iterations....
to sketches...
to the final art!
4. Level Design (Sky Scene)
Tile Map Layout
5. Fetch! (Senior Project)
This project spanned across a whole year (2 semesters) going from the programming into the art/animation of the game.
The game is a fast-paced pixel platformer that has a one-hit death style revolved around it. The dog player uses sword-based mechanics to fend off enemies in a level to get to the end where a bone awaits you.
The story is that a dog and his owner are playing fetch with some bones when the owner accidentally throws the bones too far deep into a dark forest in the background of the home. The owner is distraught, but the dog being courageous still wants to get the bones for his owner. Picking up a sword at the forests entrance, the dog must get through deadly challenges that lie ahead.
End of Programming Semester Design
Program Used: GameMaker
Player can move, jump/wall jump, and left click to attack to destroy an enemy (squares) within range of the attack.
Red enemies fall off ledges, blue enemies go back and forth on platforms, and the yellow is a static enemy that can't be hit, only avoided.
Player and Enemy Sketches (Rough):
Going from basic shapes and png's to rough pixel art designs
Player and Enemy Final Art:
Background Design:
Final Shot of Game and Poster:
Documentation through design process was made along with presenting our game at the end of the school year
Gallery
Action Shot Project in a Different Area
(3 different iterations):
Gallery (cont.)
Resume
Experience
education
Arcade and Entertainment Employee
Summer 2022-Fall 2022
Game Jam
Artwork made for a game with a partner in a 24 hour time limit
April 2022
Esports Captain (Super Smash Brothers)
May 2021-December 2023
Lawrence Technological University
August 2019-December 2023
Griffin Weathers
Get in touch