Rift Riff
Art, animations, interface design, visual identity, and marketing assets for a tower defense game.

Adriaan de Jongh asked me to join him on a “little tower defense game” he wanted to make to explore the Godot engine. One and a half years later—after bringing three more friends on board—we released Rift Riff on Steam.
Aiming to combine strategic depth with forgiving mechanics, we ended up creating a welcoming, and tightly designed tower defense adventure.
For Rift Riff, I was responsible for everything visual: early concept art, pixel art and animations, interface design, scene transitions, the game’s identity, key art, capsule assets, and other marketing materials. Having a stake in the game incentivised me to make smart decisions about where to focus my energy, while maintaining a clear artistic vision throughout.​​​​​​​

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