milkteeth

game jams

abyss

milkteeth [2024]

Mixed Media Walking SimulatorA short game about drinking tea, meeting tooth fairies, and navigating the haze between memory and dreams.Selected for exhibition at New Designers 2024Developed solo in Unity over 3 months.
Play it here!

Screenshots and Gameplay

Concept Art

abyss -
jam version [2024]

2D pixel platform gameA speedrunning game following the path of young anglerfish Nebby, as she journies into the darkness of the abyss.For itch.io 72-hour Mini Jam 160: ‘Light’ (Speed is Key)1st Place in Presentation
6th Place overall
All art by Giselle PeAll programming, level design and music by Jacob LeungPlay it here!More coming soon...... :]

Screenshots and Gameplay

Intertwined [2024]

2D pixel puzzle game
A puzzle game following three women from three different cultures, sharing their love for weaving.
For GCON 10-day SheJams 2024: ‘World Weaver’
1st Place Winner
All art, music and writing by Giselle PeAll programming by Khadeejah Al-Homoud and Azizah AlshammariPlay it here!

Screenshots

Concept Art


Keyba [2024]

2D pixel puzzle-platform game
A game where you play as a tiny roomba on keyboard duties, cleaning up dust-bunnies hiding amidst the keys.
For 72-hour Ludum Dare 56: ‘Tiny Creatures’All art by Giselle PeAll programming, level design and music by Jacob LeungPlay it here!

Screenshots and Gameplay


OFFSHORE [2024]

2D pixel platform game
A difficult rage game following the journey of fisherman Thida as he travels through the clouds.
For itch.io 72-hour Mini Jam 153: ‘Fishing’ (No water)Top 7% out of 120+ entriesAll art and music by Giselle PeAll programming and level design by Jacob LeungPlay it here!

Gameplay


Locked and Loaded [2024]

2D pixel puzzle/card gameFor Bournemouth University 5-day Game Jam: ‘Combination’Winner: Best 2D Art
3rd Place overall
Static assets and tiles; Environmental design; UI design by Giselle PeCharacter design and sprites by Oyku ErdenligProgramming by Khadijah Ameliyah and Stephany Hernández

Unannounced Project - Dark Dog Games

Sips and Sonnets - Blue Tango Street

Suisoku - Dark Dog Games

[Oct 2024 - May 2025]

Key art, concept art and animated pixel assets for futuristic pixel art turn-based card RPG 'Suisoku: Information protocol'. I was brought on-board at an early stage to help bring together the world’s aesthetic, and later worked on key art and marketing/branding assets.

Key art

Steam capsules

Ideation

Refinement - larger vs smaller capsule configurations


Logo design

Brief: Pixel art logo representing the idea of "speculation". I explored symbolism of question marks and eclipses, before we decided on basing it more on in-game symbols.

Ideation

Refinement - font trials and composition


Overworld character concept art - Rival

Brief: “The main rival character. He is the son or nephew of the megacorporation card company's CEO, and enjoys showing off his rare cards.”


Fighter character concept art - Dina

Brief: “A comic book dynamite villain known for creating chaos and explosions.
Very troup-heavy: lots of villainous laughing and an exaggerated figure.
Include bomb-shaped hair where possible.”


Fighter character concept art - Unnamed archer

Brief: “A fantasy archer with arrows blessed by a god. Open to different backgrounds / races.”


Card UI concept art

Basic card redesign based off another artist’s placeholder.
Brief: “AR trading cards with themed decks.”
Designed in conjunction with art for archer’s specialty “magic arrow” move.


Pixel art sprites


All assets and designs are property of Dark Dog Games.

Sips and Sonnets - Blue Tango Street

[Mar 2025 - Apr 2025]
Steam page here!

UI/UX consultation, design and implementation on cozy watercolour-style Renpy visual novel 'Sips and Sonnets'. I was brought on-board towards the end of development to help establlish a clear UI style to compliment the softer visual style. I also aided with solving layout and readability issues.

UI: asset design and implementation

When I joined the team, the game was largely using the Renpy default UI assets. I was tasked with designing custom UI elements themed around the tearoom motif, most notably the dialogue box and quick menu icons.

Before

After

I was also tasked with establishing a basic font and colour scheme that fit in more with the pastel tearoom setting. I experimented with this directly in Renpy using Python.

Before

After


UX / Game design: Minigames

I wanted to shift the game's UI from non-diegetic to diegetic, and replace word buttons to icons. During this process, I made necessary game design suggestions as well.

Before:
- unclear progression in bar
- word-based buttons
- unclear which character is speaking
- poor flow of left-to-right reading

Before:
- difficult numbers to read
- word-based buttons to draw, reset and complete

Before:
- poor UX; information shown one bit at a time

After:
- distinct segments in progress bar
- diegetic icons with anim on-hover
- speech bubble with character colour-coding

After:
- clear progress
- game design change: diegetic design and on-hover icon

After:
- aesthetic composition with animation
- includes space for all information


UX: Layout and readability

I flagged that Western audiences read left-to-right, meaning it would make more sense to have Ms Meadows, the player character, on the left.High contrast in the background was making it difficult to read the dialogue and see the low contrast characters. As well as making tonal and colour adjustments for this, I also created a series of paper borders to help establish the foreground and background better. They also emphasised the watercolour effect, and ended up being used as a visual metaphor for memory loss throughout the story.

Before

After

Additionally, I painted over some backgrounds to create additional sunset and nighttime scenes.

Before

After

Before

After

Finally, I corrected some perspective and framing issues.

Before

After


Character art and original background art not mine.All assets and designs are property of Blue Tango Street.

clocking out [2023]

Creature designs based around horology, for a web html/css visual novel.
Including a 3D mockup, modelled in Blender.
Play it here!

Website Illustrations - HOMA Caviar (2024)

Brief: “Caviar with a less intimidating, more playful brand image.
Targeting a younger audience looking for affordable luxury.”


Youtube channel assets -
Méditez avec Christiane (2024-2025)

Brief: “Portraying meditation as an accessible activity that can be easily integrated into everyday life.”


Cover art - Sandmine by Sam Turton (2023)

Brief: “Independent environmentalist poetry collection portraying the blue blood of a horseshoe crab”Published by Erotoplasty.


湯 (tong) [2023]

Personal project: Weapon set designs based on Cantonese soups, modelled and animated in Blender, including fluid simulation.


Personal Business Cards

Progression of pictochat-themed business card iterations, between 2023-2025.

Free online collaborative information and resource board:
The Concept Artist’s Guide to the Gamelaxy



Hello! I’m Giselle.

I'm a Cantonese-Burmese indie developer and concept artist based in London. I specialise in creature and character design, and am particularly inspired by deep sea life!When I'm not developing my own games, I work as a freelance generalist artist for other indie studios, like Dark Dog Games and Blue Tango Street.If you have any questions or inquiries, please reach out to me via email here:
[email protected]
You can view my CV below, or download it here!

Previous Clients

Blue Tango Street
Dark Dog Games
Erotoplasty
HOMA Caviar
Méditez avec Christiane
Sketchface Music

Awards

1st Place Winner - SheJams 2024
Selected Exhibitor - New Designers 2024
Finalist - XP Awards 2022