2023
A CG from the short visual novel "A Mechanical Raven's Egg", created for the 2023 "Trans Rep Game Jam" and "Nonbinary Game Jam". As with the CG's for "Talpin University", the game utilizes a simplified cel-shaded style in order to achieve a one month turnaround, with some pop added by compositing.
2022
A character originally from a tabletop campaign that failed to launch, then an unannounced project that's still in the queue, now just hanging around haunting my brain.
I originally just wanted to draw a playful riff on the programming socks meme for character-related reasons, but it ended up as an exercise in new coloring techniques. I'm particularly proud of the pose and anatomy, as Elis treads a weird line with their petit stature but very well-defined features.
2021
Nick Torres/"Up All Night" © Fiendish Fiction
A commission for BáiYù of Nick Torres from the Fiendish Fiction game series "Up All Night", taking particular influence from the events of its sequel "Rumination". I was specifically told to adopt sketchy black lines to imitate the style of the team's artist, Johan Faulstich. While it's a bit out of my comfort zone, I think I did well.
I'll also say I had a lot of fun interpreting BáiYù's meme-laden notes into a finished piece.
2021
A revisit to an old character design from my long-running, undying project. Like with Invi, I took inspiration from many real and fictional animals to give the design a more grounded appearance. Ferafin in particular takes from lionfish, betta fish and sea snakes on top of her obvious sea serpent origins. I also studied birds, particularly cockatiels, to more accurately portray her beak and nares.
2021
A revisit to an old character design from my long-running, undying project. I took influences from many real and fictional creatures to lend this design the majestic, supernatural but still decidedly bestial appearance I had wanted.
Her body is based off that of a maned wolf, while her head is a smoothed and stylized take on the bull terrier. Peacock and unicorn influences are also obvious.
The result, I think, is much closer to what I had originally envisioned when creating her.
2021
Gift art for N U T of her long-standing character, Takupo Yuuma. I had fun translating his usually cartoony features to my own style, as well as drawing and coloring his long, flowing hair. I've since changed my stance on how I interpret him, but this piece is still incredibly charming.
2021
A quick, playful Valentine's Day image for the dev Twitter account. I had a lot of fun with the characters' contrasting proportions and expressions that liven up the mirrored pose.
2021
Hato © Hatomono
Part of an art trade with VTuber/Artist "Hatomono", whose character I was too charmed by to resist. I liked the idea of giving him his own oversized nest to sit in, as well as a little pigeon friend.
2019
CG/event scene for "Talpin University". Talpin's style makes economic use of cel shading and gradients to achieve a crisp, clean look while still being sustainable on a game development timeline.
2019
CG/event scene for "Talpin University". Talpin's style makes economic use of cel shading and gradients to achieve a crisp, clean look while still being sustainable on a game development timeline.
2019
CG/event scene for "Talpin University". Talpin's style makes economic use of cel shading and gradients to achieve a crisp, clean look while still being sustainable on a game development timeline.
This look is particularly pleasing in scenes like this with their dappled light overlays.
2018
Connor /"Detroit: Become Human" © Quantic Dream
Mettaton/"Undertale" © Toby Fox
Chii/"Chobits" © CLAMP
A promotional image for the dev Twitter account. This artwork features three of "A Bird with Gold-Mended Wings"' core cast dressed up as popular fictional robots of the time, with a slight birds-eye perspective putting the viewer in the place of an unsuspecting neighbor giving out candy.
2018
Some cuter, fluffier key art for "A Bird with Gold-Mended Wings". Started as a doodle during break, I couldn't resist coloring and polishing it up a bit. I love the composition and simple but evocative expressions.
2017
Video artwork for a cover song using the UTAU synthesis software and private voicebank Aurora Ceolas. Aurora is a selkie with two voice banks, one human and another hand-crafted from samples of baby seals, hence the design in use here. Though the artwork itself was quickly done, I'm still proud of the pose, colors and subtle chromatic aberration.
2016
Character design/art style experimentation for an ongoing, undying project. The rough, intersecting lines and watercolor filter lend the art a whimsical, almost storybook appearance that compliments the soft, squat chibi proportions.
2016
Character design/art style experimentation for an ongoing, undying project. The rough, intersecting lines and watercolor filter lend the art a whimsical, almost storybook appearance that compliments the soft, squat chibi proportions.
2016
A commission for a friend of her husband, who adores walruses. What an absolute blast to work on!
I'd never drawn a walrus before but I think I captured their charm. Attempting such a dynamic pose on a usually less-than-graceful creature was a fun challenge.
2014
A CG/event scene for the cancelled "DUÆL" remake. As with "Tragic Monster", this CG is associated with a difficult-to-get ending and thus would be rarely seen anyway, which is a shame.
A slight vignette draws the viewer's eye directly to the subject, where the bright vein-like lights hold them. I think the pose especially conveys the character's pained expression.
2014
A CG/event scene for the cancelled "DUÆL" remake. Despite being one of my favorites, it would likely be the least seen, which makes me a little sad. Thankfully it can be on full display here!
I used a simple square brush here to lend the rolling mists a unique look, as well add depth and intrigue by framing the subject.
2014
A promotional image for the now-delisted game "Escape from Puzzlegate". I decided on a more air-brushed style for the cover image, in contrast to the cel-shaded in-game assets, as it has the same youthful vibrancy but a lot more detail. I think the result came together nicely.
2014
A CG/event scene for the now-delisted game "Escape from Puzzlegate." The game utilized a crisp, vibrant art style that played heavily into the contrast of soft and sharp features to add to its charm. It also lent itself well to highly emotive characters.
The name's Shaynn, though as an old-school internet denizen I usually go by 'Mole'. I dabble in all sorts of narrative mediums, from comics (previously) to books to games. I also draw sometimes.
This section of the site serves as a selective little gallery to display and organize my work that can get so easily lost or scattered in the present,transient state of the web. I hope you enjoy perusing it! Heck, maybe even let me know if you do. I'll be absolutely tickled.