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ART DIRECTOR & LEAD ARTIST

Paperbark

"My goal was to create a world where every frame felt like a picture from a classic children's book; warm, breathing, and unmistakably it's own"

TIMELINE 

3 Years

PLATFORM

iOS & Steam

STUDIO

Paper House

RECOGNITION

AGDA - 2018

FREEPLAY- EXCELLENCE IN VISUAL ART - 2018

INDIGO DESIGN AWARD - 2019

DIGITAL EHON AWARD -2018

ABOUT PAPERBARK

A wandering wombat
in a very hot Australian summer

Paperbark is an illustrative, narrative exploration game following a wombat's journey through the Victorian bushland. Inspired by the golden age of Australian landscape painting and the warmth of Australian children's literature. It presents a sincere, meditative world where the player is invited to slow down and look closely.
It is a game without urgency. There are no enemies, no fail states, no score. Instead, players are invited to wander, to notice the cicadas and the cockatoos, the peeling bark and the long afternoon shadows and to simply exist inside a landscape that feels genuinely, specifically Australian. It is, at its heart, a love letter to a landscape that most games have never thought to look at.

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YEAR 

2018

PLATFORM

iOS & Steam

STUDIO

Paper House

GENRE

Narrative Exploration

MY CONTRIBUTION

Leading art direction means playing the long game: holding a single visual vision steady across years of first sketches, stakeholder reviews, and technical constraints; until a thousand small decisions become a world.

I led the visual identity of Paperbark from its earliest sketches through to the shipped experience on iOS and Steam. My work spanned the full creative spectrum: developing the painterly 2D asset library, conceiving mood paintings and colour scripts that shaped the game's emotional atmosphere, and building and rigging 3D character models in Maya for our contracted animator.
 

Beyond asset creation, I worked alongside the other directors to present to stakeholders, refine our production workflows, and ensure every frame held together as a coherent artistic statement. The challenge was balancing technical constraints with the warm, handcrafted quality we wanted the game to feel like.

ROLE

Art Director & Lead Artist

TEAM SIZE

Small indie studio

ENGINE

Unity

TOOLS USED

Adobe Photoshop

Adobe Illustrator

Maya

Unity

After Effects

RESPONSIBILITIES

ART DIRECTION

CONCEPT ART

2D ASSET CREATION

RIGGING & ANIMATION

3D MODELLING

STORY BOARDING

UI DESIGN

MOOD PAINTINGS

TEXTURING

PRODUCTION MANAGEMENT

CREATIVE PROCESS

From vision to world

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01

Visual Research

Gathering references from Australian landscape painters, golden-age illustration, modern storybooks and the Victorian bush-land.

02

Colour Scripts

Mapping the emotional arc of the game through light, temperature & palette, creating a mood language across every frame.

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03

Concept & Asset

Develop characters, environments and UI assets that would hold and match the painterly quality of the shader design.

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04

3D & Rigging

Build & rigging character models in Maya, bridging the 2D aesthetic into the dimensional space of the game.

06

Integration

Iterating in Unity alongside the team, balancing technical constraints with the painterly feel of the final shipped world.

CREATIVE PROCESS: IN PRACTICE

Colour Study

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Concept Sketches

3D & Rigging

Integration

In Game.

PRODUCTION ART

Art & assets across every stage.

© 2026 - Nina Bennett

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