Brackish Rising

Art Direction, Illustration & 2D Animation

Role
Art Lead / Illustrator / Spine 2D Animator / Visual Designer
Engagement
Paid client project
Work
Character & Environment Art, UI, Effects, Animation
Game
Real-time strategy
Engine
Godot
Tools
Spine 2D
Started
Early 2026
Status
In development · Early access targeted for 2027

Visual Direction

Fiona was brought in to replace the game's asset pack visuals. She proposed a stronger identity drawing on pre-First World War technology, Fallout, The Thing and Resident Evil. The result is a world of military outposts, coral salt plains and whale-like creatures formed by an infection from the deep.

Fiona's first concept image set the direction for the human units, infected enemies, buildings and landscape. The designs mix old industrial machinery and field equipment with fleshy, marine shapes.

She creates all of the game's artwork, from units and environments to the interface, effects and Spine 2D animation, and works in Godot to bring it into the game.

Original Brackish Rising concept art with a ruined house, rifleman and infected creature
First Brackish Rising rifleman and shambler designs
Current Brackish Rising game scene with a beacon, lumber yard, buildings and riflemen
Early designs for Brackish Rising units, enemies, buildings and terrain
Brackish Rising production design sheet showing units, enemies, buildings and environments
Current Brackish Rising scene with infected rubble, a shambler and a rifleman