Stitchlings
A singleplayer and couch co-op action game where the monsters you defeat become the parts you stitch onto your body. Shipped on Steam after a year of studio-scale production. I was the Art Producer.
Play on Steam →A student studio that ran like a real one, ending in a commercial launch on Steam.
Stitchlings was built over a full academic year in USC's Advanced Games Project, a studio-scale capstone where cross-disciplinary teams of designers, engineers, and artists ship a polished, commercially viable game from scratch.
Every defeated monster is a wardrobe. Every stitched part changes how you fight.
The core loop is harvesting monster parts and stitching them onto your body, customizing both combat style and appearance. That mechanic demanded a handcrafted, tactile aesthetic through every character, environment, and UI element.

Keeping one handcrafted vision coherent across a year, a growing team, and shifting scope.
15+
members on the art team
200+
assets created
1
launched build on Steam, singleplayer and co-op
Art production meant holding the handcrafted vision steady while the team and scope kept moving: pipelines, reviews, and the calls that kept every character, environment, and UI element feeling like one game.

Our FigJam board for the year, used to easily see art progress and give feedback on a week-to-week basis.
The full case study covers the pipeline, the reviews, and the scope calls.
If you'd like the complete breakdown of how art production worked on Stitchlings, drop your email and I'll send it over.