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UNCANNY
![](https://static.wixstatic.com/media/e52de7_d6672e3e78f445d8890d286aa25693dc~mv2.png/v1/fill/w_137,h_43,al_c,q_85,enc_avif,quality_auto/e52de7_d6672e3e78f445d8890d286aa25693dc~mv2.png)
![](https://static.wixstatic.com/media/e52de7_74fd3b72e5434322b276709805dbed86~mv2.png/v1/crop/x_0,y_254,w_1024,h_433/fill/w_428,h_181,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/e52de7_74fd3b72e5434322b276709805dbed86~mv2.png)
Owls Are Instruments, May 2023
Developed by Jenna Perkin, Alex Mojado, Rebekah Campbell, Tyler Mitchell, Michael Shaughnessy
Project Role: Character Designer & Animator
(Received Game Design Chair's Award 2023 for my work on this project)
Tools Used: Procreate, Photoshop, Blender, Unity
Play it on itch.io here!
![Mojado_UC_models_sidebyside.png](https://static.wixstatic.com/media/e52de7_19876939ae0a425cb0c546635dba58cc~mv2.png/v1/crop/x_0,y_345,w_1918,h_449/fill/w_911,h_216,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Mojado_UC_models_sidebyside.png)
![Mojado_UNCANNY_Characterlineup2.png](https://static.wixstatic.com/media/e52de7_c736f5239d144e91ad1de7d335d137c8~mv2.png/v1/fill/w_329,h_186,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Mojado_UNCANNY_Characterlineup2.png)
![Mojado_UNCANNY_Characterlineup_3.png](https://static.wixstatic.com/media/e52de7_40f488317ca84fb1827691ee3ec58455~mv2.png/v1/fill/w_329,h_186,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Mojado_UNCANNY_Characterlineup_3.png)
![clownamalgamate_finalrender.png](https://static.wixstatic.com/media/e52de7_845be88d439b4bafb1e899191f174cd1~mv2.png/v1/fill/w_272,h_186,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/clownamalgamate_finalrender.png)
UNCANNY is a mystery, walking-simulator game that takes place in a strangely run-down carnival. It is up to the player to explore the park and figure out the mystery behind this strange place, the events that may have transpired in this "Light World", and the existence of the mysterious "Dark World".
As character designer for the project, my role included concept art for all characters and their Light World/Dark World counterparts. I worked with our narrative designer to create visual representations of the characters that align with their characterizations within the script.
![deadHRM_finalrender.png](https://static.wixstatic.com/media/e52de7_5362548a558b4fb0a705f06497c9e905~mv2.png/v1/crop/x_585,y_208,w_888,h_681/fill/w_257,h_197,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/deadHRM_finalrender.png)
![](https://static.wixstatic.com/media/e52de7_02cc1c7fbaf248eab1fb7590322ed318~mv2.png/v1/fill/w_263,h_233,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/e52de7_02cc1c7fbaf248eab1fb7590322ed318~mv2.png)
I initially sketched out the character dynamics and level design on pen and paper, moving to Procreate to sketch out initial designs that I would then model into a low-poly, 3D, PSX style. Models are then textured in photoshop, rigged for animation, and then continually tested in engine by our coder(s). Working on the entire character design pipeline has given me new insight into how to most effectively make new characters to align with a specific prompt despite the challenges during development.
![](https://static.wixstatic.com/media/e52de7_b4865b8d3b4d4610ae0690f624e329dc~mv2.png/v1/fill/w_600,h_260,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/e52de7_b4865b8d3b4d4610ae0690f624e329dc~mv2.png)