You were involved in the creation of Unearth, so could you tell us a little bit about what that involved and what were the biggest challenges you faced?

For Unearth I was given the task of creating the overall look and feel of the game. It was based on a style I had already worked in so it came pretty naturally, but I was faced with creating a large number of pieces with unique settings. The biggest challenge was trying to remain consistent whilst keeping the imagery from being too repetitive, which I tackled during the rough sketch phase. I tried to think of larger overall shapes for each piece and then picked different details to focus on as a sort of two-tiered approach. One detail might be a single central structure dominated by a water feature and another a series of smaller structures connected by stairs. I think it helped to try and sketch out as many pieces as possible before moving to the final stages.

What was the inspiration or core idea that drove your work on Unearth?

As I mentioned, the style was based on some personal work I had done just for fun. I often draw strange somewhat lumpy characters and faces, so I had a desire to do something more sculptural and environmental in nature just to mix things up. I'd also recently moved to Europe for a stint and loved seeing all the old castles and wanted to do something with that. So I combined that with my affinity for isometric projections and started to play around and liked where it went. The game features a bunch of unique environments, such as a desert world and an island world, so for those, I drew on my travels around the world to influence the visual language, shapes and color palettes of each environment.

I'm actually doing something similar at the moment in a totally different style to scratch the same itch in mixing up what I do.