This trailer was created entirely from in-game footage to capture the energy, atmosphere, and unique style of the project. By weaving together gameplay moments, character interactions, and cinematic pacing, the goal was to showcase not just the mechanics, but the personality and world of the game.
SpyParty relied heavily on talking animations, with 20 unique characters engaged in conversations across its cocktail party settings. To make these interactions feel natural and varied, I drew inspiration from SNL monologues as reference. This video showcases the range of expressive conversation cycles I developed, along with many of the environments I designed and built.
This video highlights the environments I designed, modeled, lit, and textured for SpyParty. Each location was chosen to fit the elegant theme of a high-society cocktail party while also supporting the game’s unique dynamic of a sniper observing from a distance. Balancing atmosphere, style, and gameplay clarity was key to making these spaces both beautiful and functional.
A playful look at the in-game animations I created for SpyParty, from sneaky spy antics like checking a watch or swapping a statue, to the not-so-sneaky moment of getting blindsided by the sniper’s bullet. These interactions were designed to bring charm, tension, and a bit of humor to the cocktail party.
For SpyParty’s cast, including Duke the foreign diplomat, I modeled low-poly characters in Maya, sculpted high-resolution details in ZBrush, and baked that detail into textures refined in Photoshop. This workflow kept the characters efficient for gameplay while still delivering a polished, high-quality look.
The first group of in-game character models I designed, modeled, textured, and animated for SpyParty.
A collection of "headshots" from Spyparty.
Here's a shot of all of my in-game models posed together. We tried to make our group of characters as diverse as possible.
SpyParty
Here are videos highlighting my work on SpyParty, a tense, competitive spy game set at an elegant cocktail party. The gameplay revolves around subtle behavior, perception, and deception: one player is the Spy, blending into the guests while completing secret missions, while the other is the Sniper, with just a single bullet to uncover them.
A successful indie title created in a garage by only three people, SpyParty has earned critical acclaim for its unique mechanics and design. As the sole character artist, I was responsible for the full scope of character art including design, modeling, rigging, texturing, lighting, and animation, as well as much of the environment design and creation.