Portfolio 2D
 

I'm a 2D artist focused on environment design and visual storytelling. I enjoy creating immersive scenes that capture the imagination, using illustration, composition, colour, and thoughtful design to bring each piece to life. My goal is to craft engaging visual experiences where the environment and the story it tells feel naturally connected.”
— 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.

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