Game Type: Point and Click Adventure
Developed Using:  Unity
Status: Prototype Completed, Work in Progress
Role in Project: Team Lead, Art Lead

Mimic Kree is the story of a young adventurer, the world's greatest treasure hunter, who falls prey to the trickster god Raga. Upon falling victim to a fatal trap, Kree was given the option of death - or to work for Raga as part of his plans for revenge. Accepting the deal, Kree was resurrected as a mimic, with her sole task being to consume the souls of a retired adventuring party that slighted Raga.


This point-and-click adventure asks the player "What makes a monster?"
Will Kree choose monstrous actions to regain her humanity?  Or keep her humanity intact, and be forced to remain monstrous in form?

Kree (Human)
Kree (Human)
Raga - Trickster God
Raga - Trickster God
Danny - Retired Warlord
Danny - Retired Warlord
Leatherhide - Legendairy Thief
Leatherhide - Legendairy Thief
Aida Skybeard - Tenured Archmage
Aida Skybeard - Tenured Archmage

The game prototype focused on moral choices, while also  presenting the player with a wide variety of interesting and humorous interactions. 


The project was based around a rapid prototyping process, allowing only 5 weeks for a build of the game to be completed. The team size consisted of 7 people total:

2 artists,
1 programmer,
and 4 game designers.

My main function was to create rough exterior backgrounds, character concept images, and any other visual content that we could muster within the short time. The other artist created interior backgrounds, and assist on cleaning up rough exteriors.
Secondary functions included reviewing the dialogue written by the designers, assisting the other artist, and working with the programmer to ensure that game functions were developing in line with the project's goals.

Pathway blocked by sleeping bear
Pathway blocked by sleeping bear
Owlbear nest
Owlbear nest
Forest crossroads
Forest crossroads
Bartender inside tavern
Bartender inside tavern
Easter egg of Professor Abzug in game
Easter egg of Professor Abzug in game
Drunkard in tavern
Drunkard in tavern
Exterior rough of fantasy town within kingdom
Exterior rough of fantasy town within kingdom
This project also went through development in a second semester at Bradley University.

UI Menu on startup

The second round of development focused on filling in more of the backstory of the eponymous character, Kree. During this stage there were 3 narrative designers, one artist, and one programmer. Even though the team size was smaller, a heavy amount of emphasis was put into game polish and development.
Including video editing, sprite animation, puzzle development, and level development.

Video at startup

Adobe XD clickable puzzle prototype
Adobe XD clickable puzzle prototype
Kree character sprite sheet
Kree character sprite sheet
Puzzle prototype and character animation sprite sheet
Example Animations
In addition to having more complex art, more attention was put into expanding the characters and world of Mimic Kree. The pantheon was expanded, and effort was put into expanding the cast of the world's great heroes who would be Kree's eventual victims.
Expanded character concepts
Fellow Collaborators on Initial Prototype
Meredith Baldwin - Artist
Scott Duman - Programmer
Joey Ignoffo - Designer
Ryan Kopp - Designer
Rafael Lameter - Designer
Fellow Collaborators on Secondary Development
Jason Daluga - Programmer
Joey Ignoffo - Design Lead - Designer
Ryan Kopp - Designer