Splatter
(2021 - 2022)
Designed the game’s UI and various motion graphics, including HUD elements, interactive buttons, containers, menu layouts, and popups. The goal was to create sets of stylized and intentionally distracting graphics that would emulate esoteric imagery found on the Internet. I approached this challenge by presenting a wide mix of old and new styles (examples found below).
Note: For the HUD, I worked on the score keeper, score multiplier, and weapons containers, along with motion graphics for the lightning in the ammo bars, dripping blood and glitching text. The remaining elements were illustrated by other members of our dev team, including the objective tracker (top center), weapon hand symbols, and the pulsating brain illustration.
Steam Page + Demo
Note: For the HUD, I worked on the score keeper, score multiplier, and weapons containers, along with motion graphics for the lightning in the ammo bars, dripping blood and glitching text. The remaining elements were illustrated by other members of our dev team, including the objective tracker (top center), weapon hand symbols, and the pulsating brain illustration.
Steam Page + Demo











For the HUD elements’ labels, each were based on brain chemistry:
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- Adrenaline = Score Multiplier
- Dopamine = Score Keeper
- Estrogen = Primary Weapon
- Serotonin = Health Bar
- Testosterone = Secondary Weapon











An assortment of various spam advertisements that slowly pop up one-after another once the player loses during the playthrough of any given level.
Pixel Art was created using Aseprite.
Static Graphics were made in Photoshop.
Motion Graphics were put together in After Effects.
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Pixel Art was created using Aseprite.
Static Graphics were made in Photoshop.
Motion Graphics were put together in After Effects.
