Portfolio 2D
“Every great 3D art starts as a 2D idea— Margo Rietman
Portfolio Gallery
Mijn 2d art
2D art

2d art
I’m primarily focused on 3D art, but I also have experience with 2D art and sketching, which I use to support concepts, storyboarding, and initial designs.
Kies and Verlies is a game about being on a talk show and feeling pressured to make choices, exploring themes of peer pressure and group dynamics. I created most of the pixel art for the project, helping bring the characters and environment to life.
kies of verlies
lingokabe
Lingokabe is a game about experiencing life in a foreign country with no one to communicate with. I created all of the 2D pixel art, combining it with 3D elements to bring the world and characters to life. The demo is still in development for Steam and Itch.io.
A Tale of figement
For a school project, I collaborated with a group to create a platformer themed around mourning, where players collect memories of a lost person. While the game wasn’t fully completed, we produced a small playable demo that showcased our concept, teamwork, and learned skills.


Your logo here project
For this project, we collaborated with a company on a murder mystery game (details confidential). I created the concept art for one of the characters, Arnaudus, a ruined and mysterious figure, helping to define the visual tone and personality for the game.
Concept art
This exercise was for concept art lessons , I had to make a enivorment with a story in it,
I had a story of parrents using toys and a book to explain dead to a child, everything in the enivorment is made of stuff you can find in a childs room.
Tipping the scales
In this project, I explored the theme of moral judgment through a courtroom-inspired game, where one player takes the role of the Devil’s Advocate and the other the Angel. Both must persuade the Judge whether a character is inherently good or evil. The Judge then weighs their sins and virtues to reach a verdict.
To visualize this concept, me and my group integrated a Wii Balance Board as a physical scale connected to the game. When items were placed on either the “good” or “evil” side, the virtual scale on screen would tilt accordingly — creating a tangible link between moral choices and gameplay mechanics.
Team contributions:
Wii Balance Board integration and coding: Daan Buitelaar Ryan de Fost
Game design:
Adam Argam
Art and visuals:
Alissa van Rossum ,me and Gwyn van Hameren
This project allowed us to combine interactive technology, storytelling, and moral philosophy into a cohesive and engaging gameplay experience.

















