Internships. - Beartwigs & Cybiator. (2020, 6~Months)

Roles: Pixel Artist & Animator (Beartwigs) - 2D Artist & UI/UX Artist (SetShape Studios)
Engines: Candide Engine & Unity
Software: Aseprite, Piskel, Photoshop

From late March to September 2020, I completed two simultaneous 50% internships at Beartwigs and Cybiator, contributing to two very different game projects as a Game Art Student at Forsbergsskola. These internships gave me early studio experience, both in 2D pixel art production and UI/UX design for VR games.

Beartwigs - Pixel Artist & Animator

Project: Farkeep (2D Top-Down Adventure Action Pixel Art Game)
Engine: Candide Engine

At Beartwigs, I worked on character art, enemies, animations, and tilesets for their 2D top-down action RPG.
My responsibilities included:

Character & Enemy Assets

Designed pixel characters and enemies based on project direction

Animated movement cycles, melee attacks, and variations for enemy types

Created alternate designs and behavior silhouettes for visual clarity

Tilesets, Props & Environment Art

Developed tilesets & props for:

Houses

Caves

Outdoors environments

Focused on readability and consistency in a top-down perspective

Creature Designs

Designed and animated a few unique creatures

A highlight was creating a mimic-style enemy:
a pot that comes alive when struck, including idle,movement, and reveal animations

These tasks helped me refine my pixel art workflow using Aseprite,
adapting from my usual Piskel-based process.

SetShape Studios - 2D Artist & UX/UI Artist

Project: Cybiator (Sci-fi VR Gladiator Game)
Engine: Unity

At Cybiator, I focused on sci-fi magical spell icons, UI elements,
and gameplay indicators for a VR magic-based combat experience.

Spell Icon Design

Created ability icons for four magic types as requested from the studio:

Fire - Fire Spells, Meteorite.

Ice - Crystal spikes, Shield, Repel.

Energy - Energy orb, Energy blade, Energy Boomerang.

Gravity - Gravity Spikes,

These abilities followed a strict color guidelines for each category

UX/UI Elements

Created 2D UI graphics and interface components

Developed small concept sketches and early visual ideas for the spell system

Spell Indicators

Designed all 12 VR spell indicators used to show spell targeting/shapes in 3D space, including:

Line-based indicators (beams, slashes)

Cone-based indicators (AoE attacks)

Circle-based indicators (ground spells / radius effects)

These indicators helped players understand spell placement intuitively during VR combat.

Outcome

These internships gave me hands-on experience in:

pixel art animation for top-down games

2D icon design for spell and ability systems

UI/UX for VR environments

working within two different game engines

receiving iterative feedback and improving assets

balancing tasks between two studios concurrently

Both projects strengthened my skills as a 2D artist, animator, and designer while teaching me how to adapt to different pipelines and art directions.

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Hover Crash 2020 - Unity Project