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The Ghoul Stars




Three maps for Endgame Oakland’s Warhammer 40k campaign this summer. The intent was to imitate Games Workshop’s house style. Photoshop, with plenty of photo collage and donjon generated planetary images. All text provided by Endgame Oakland.

13th Age in Glorantha: Dragon Pass

A few months ago I was asked to do a map of Dragon Pass to accompany the 13th Age in Glorantha Kickstarter. It was an honor and a pleasure to work with Jeff Richard and the rest of the team, and I’m super excited to see it printed and used in games across the world!

(Click to embiggened each picture)

 Digital sketch of the full map. The Argan Argar Atlas maps served as the main reference, alongside original maps by Greg Stafford and scanned maps from a number of previous modules. The style of the map was based directly on the beautiful maps by William Church, and many of the icons were based on those from the Dragon Pass board game. 


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I then turned the lines blue, scaled it to fit onto six standard letter pages, and printed the whole thing for inking. After that it was scanned in, reassembled, and cleaned up for color. Pattern details (like the marsh and the grass tufts) were inked and scanned in a separate layer, and the settlement icons were drawn in digitally. 


The (mostly) finished map, as seen on

Faction Leaders

The three faction leaders in Elder Scrolls Online: Queen Ayrenn of the Aldmeri Dominion, King Emeric of the Daggerfall Covenant, and Jorunn the Skald King of the Ebonheart Pact.


GameStop Heads

Customizable heads for the associate characters. You can pick from 9 faces per gender, 11 hair options (each in 4 colors), and 3 types of glasses. Here’s a breakdown of the layers:



The Store Leaders, or main player characters.


It’s pretty easy among all these to see which ones I did first and which I did last.  I think having to draw so many faces really improved my face drawing skills. I also kinda learned to love noses.

GameStop: The Game

The 30 Days of Skyrim project I did last year was a whole lot of fun, despite the stress of having to do an image a day and not letting myself go back and fix things later. I got a lot of positive feedback from fellow fans, had an image featured on a Russian fansite, and several up on Bethesda’s fan art gallery. Many of the pieces are still receiving faves on my deviant art page, nearly a year after the fact. But none of that compares to the private message I received one day from Adam Scott. In short, it read “I’m making a game. Would you like to help?” My answer, of course, was “hell yes.”

The job was a joy. I’ve worked on plenty of mods before, but working on a real game, seeing everything you make incorporated shortly after you make it, helping the game grow and come together, was an unreal experience. Adam was a fantastic coworker and boss, challenging me to push my art and providing great critiques while being understanding and sometimes changing the design based on my art rather than the other way around. Working with a coder on an actual game is definitely different than working with other artists on a concept.

And, I must admit, waking up at noon and “going to work” while wearing pijamas is an aspect of freelance I can definitely get used to.

A small sample of the work:

50 customer sprites. Focus on variety in shapes, ages, genders, and races. These display real small (about as big as they are in the thumbnail), so keeping them graphic was important.

The store background, with all overlays. The overlays come in two classes: upgrades which make the store better; and various items that need to be cleaned, organized, or otherwise dealt with throughout the day.


The base store, for comparison. I got a little sad at having to clutter everything.

That’s it for now, I’ll try to show more later. Feels awesome to finally be able to talk about something which has been such a big part of the past four months.

Lesson for the year? Fan art leads you places.