When I started working at Yoast, making new illustrations for each blog post was still a thing. We’ve scaled that back now to spend more time on the products, but in those first few years Erwin and me drew quite a few of them. Now that we’re all quarantined working from home, we decided to let everyone pick out one to print and hang on their home office wall. Looking back through the archive, I came across a lot of good ones again that I had forgotten about.
So these are, in no particular order, my favorites from the 150+ ones I drew.
Figured I’d try my hand at a #drawthisinyourstylechallenge, this one set out by the wonderful @izzyburtonart. I tweaked it to look like my wife and our dog, set against the cliffs of Scotland, which we visited last year. Indeed, not a lot of things can beat a foggy beach.
2019 has been a fine year. It started off strong with high hopes, then it dipped in the second half, but it finished off on a high note. As every year, I’d like to highlight some of my favorite moments.
One of my favorite commisions from this past year was for a charity. They wanted a vision board in their office to remind themselves of their mission. I got to go wild on a great image collage drawing things I don’t normally draw, which later got overlaid with their mission statement and goals.
I did a light version of Inktober this year – I was too busy in october to participate, so I saved the prompt list and spent some days in November drawing my favorites from that list. That resulted in these illustrations:
Talking to indie devs, the topic of backing up game projects often comes up. They know they should, but they don’t know how or it seems too complicated. I was there too, but since I started using GIT, I never want to live without it. So I thought I’d write a GITting started guide (sorry). This isn’t by any means the way to do it, it’s just what I’ve found to work best for me.
August 2019 update: wrote a new and easier workflow with screenshots now that Github offers free private repos too.
While making the Coyote remake in Unity, I had to make some interesting game design decisions. I figured you might enjoy a behind-the-scenes look at some of these details.
Coyote was originally a fully 2D game, but for the remake I found the perfect asset package to build the town with instead of redrawing everything. I knew I would have otherwise never made the one-week-deadline of the Remake Jam. But a switch from 2D to 3D comes with its own unique set of challenges:
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