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.