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Magma Dragoon
A former Maverick Hunter and previous defector to Neo Repliforce. He values battle above all else. Even in his final moments, he is bound by his principles.

Dragoon Study 1
Dragoon already had a design created by another artist when I joined the team so he looked drastically different.

Dragoon Study 2
As I was going over the model, I realised that the bulky look didn't fit him at all. The bulkiness would also poorly translate in to sprite form, making him very immobile looking.

Dragoon Study 3
I redesigned him, incorporating some bits from the previous look and making him look more closer like he did in the original game.

Dragoon Study 4
New look with finalised colors.

Dragoon Study 5
Head study.

Ground Punch
Rough animation of an idea for a move where he punches the ground making streams of lava burst from the ground.

Ground Punch Final
Finished animations and implemented in to the game.

Downward fire beam
Rough idea for a move where Dragoon kicks off a wall and shoots down a beam of energy, propelling himself forward.

Magma Dragoon
A former Maverick Hunter and previous defector to Neo Repliforce. He values battle above all else. Even in his final moments, he is bound by his principles.

Dragoon Study 1
Dragoon already had a design created by another artist when I joined the team so he looked drastically different.

Dragoon Study 2
As I was going over the model, I realised that the bulky look didn't fit him at all. The bulkiness would also poorly translate in to sprite form, making him very immobile looking.

Dragoon Study 3
I redesigned him, incorporating some bits from the previous look and making him look more closer like he did in the original game.

Dragoon Study 4
New look with finalised colors.

Dragoon Study 5
Head study.

Ground Punch
Rough animation of an idea for a move where he punches the ground making streams of lava burst from the ground.

Ground Punch Final
Finished animations and implemented in to the game.

Downward fire beam
Rough idea for a move where Dragoon kicks off a wall and shoots down a beam of energy, propelling himself forward.

Magma Dragoon
A former Maverick Hunter and previous defector to Neo Repliforce. He values battle above all else. Even in his final moments, he is bound by his principles.

Dragoon Study 1
Dragoon already had a design created by another artist when I joined the team so he looked drastically different.

Dragoon Study 2
As I was going over the model, I realised that the bulky look didn't fit him at all. The bulkiness would also poorly translate in to sprite form, making him very immobile looking.

Dragoon Study 3
I redesigned him, incorporating some bits from the previous look and making him look more closer like he did in the original game.

Dragoon Study 4
New look with finalised colors.

Dragoon Study 5
Head study.

Ground Punch
Rough animation of an idea for a move where he punches the ground making streams of lava burst from the ground.

Ground Punch Final
Finished animations and implemented in to the game.

Downward fire beam
Rough idea for a move where Dragoon kicks off a wall and shoots down a beam of energy, propelling himself forward.

Magma Dragoon
A former Maverick Hunter and previous defector to Neo Repliforce. He values battle above all else. Even in his final moments, he is bound by his principles.

Dragoon Study 1
Dragoon already had a design created by another artist when I joined the team so he looked drastically different.

Dragoon Study 2
As I was going over the model, I realised that the bulky look didn't fit him at all. The bulkiness would also poorly translate in to sprite form, making him very immobile looking.

Dragoon Study 3
I redesigned him, incorporating some bits from the previous look and making him look more closer like he did in the original game.

Dragoon Study 4
New look with finalised colors.

Dragoon Study 5
Head study.

Ground Punch
Rough animation of an idea for a move where he punches the ground making streams of lava burst from the ground.

Ground Punch Final
Finished animations and implemented in to the game.

Downward fire beam
Rough idea for a move where Dragoon kicks off a wall and shoots down a beam of energy, propelling himself forward.

Arrouser Mauve The Jellyroid
An anthropamorphic jellyfish powered by a prototype Model W core. On the surface she acts like an innocent teenage girl. However when cornered, she shows a far more sadistic side to herself.

Jellyroid Concept 1
She was one of the more ambitious ideas for a boss. The concept was always a 'female robot made out of jelly'. I proposed the idea of her looking like a dominatrix with blade legs.

Jellyroid Concept 2
Pose exploration.

Jellyroid Concept 3
Pose exploration.

Jellyroid Concept 4
Recently I revisited her design, improving her overall look.

Early Idle Animation Exploration
Very early idea concept of her having jelly legs.

Current Idle Animation
The idea was swapped to her having metal blade legs, giving an impression her wearing stockings to fit her dominatrix theme.

Blade Swipe Concept
One of her attacks involves stretching her jelly leg and swiping in a wide arc.

Energy Burst Concept
An attack where the tentacles touch and produce an energy burst, hurting and pushing back the player if they are too close.

Ultimate Attack Concept
A complex idea for a grand attack that involves her summoning two giant jelly tentacles.

Ultimate Attack Final
The final version for the tentacle has 33 frames of animation. So far no other object in the entire game comes close to having that many frames of animation.

Parasol Throw/Life Drain Concept
An abandoned idea for a move where she morphs the parasol in to a jelly blob and throws it at the player. If hit she will outstretch her arm and drain their life.

Arrouser Mauve The Jellyroid
An anthropamorphic jellyfish powered by a prototype Model W core. On the surface she acts like an innocent teenage girl. However when cornered, she shows a far more sadistic side to herself.

Jellyroid Concept 1
She was one of the more ambitious ideas for a boss. The concept was always a 'female robot made out of jelly'. I proposed the idea of her looking like a dominatrix with blade legs.

Jellyroid Concept 2
Pose exploration.

Jellyroid Concept 3
Pose exploration.

Jellyroid Concept 4
Recently I revisited her design, improving her overall look.

Early Idle Animation Exploration
Very early idea concept of her having jelly legs.

Current Idle Animation
The idea was swapped to her having metal blade legs, giving an impression her wearing stockings to fit her dominatrix theme.

Blade Swipe Concept
One of her attacks involves stretching her jelly leg and swiping in a wide arc.

Energy Burst Concept
An attack where the tentacles touch and produce an energy burst, hurting and pushing back the player if they are too close.

Ultimate Attack Concept
A complex idea for a grand attack that involves her summoning two giant jelly tentacles.

Ultimate Attack Final
The final version for the tentacle has 33 frames of animation. So far no other object in the entire game comes close to having that many frames of animation.

Parasol Throw/Life Drain Concept
An abandoned idea for a move where she morphs the parasol in to a jelly blob and throws it at the player. If hit she will outstretch her arm and drain their life.

Arrouser Mauve The Jellyroid
An anthropamorphic jellyfish powered by a prototype Model W core. On the surface she acts like an innocent teenage girl. However when cornered, she shows a far more sadistic side to herself.

Jellyroid Concept 1
She was one of the more ambitious ideas for a boss. The concept was always a 'female robot made out of jelly'. I proposed the idea of her looking like a dominatrix with blade legs.

Jellyroid Concept 2
Pose exploration.

Jellyroid Concept 3
Pose exploration.

Jellyroid Concept 4
Recently I revisited her design, improving her overall look.

Early Idle Animation Exploration
Very early idea concept of her having jelly legs.

Current Idle Animation
The idea was swapped to her having metal blade legs, giving an impression her wearing stockings to fit her dominatrix theme.

Blade Swipe Concept
One of her attacks involves stretching her jelly leg and swiping in a wide arc.

Energy Burst Concept
An attack where the tentacles touch and produce an energy burst, hurting and pushing back the player if they are too close.

Ultimate Attack Concept
A complex idea for a grand attack that involves her summoning two giant jelly tentacles.

Ultimate Attack Final
The final version for the tentacle has 33 frames of animation. So far no other object in the entire game comes close to having that many frames of animation.

Parasol Throw/Life Drain Concept
An abandoned idea for a move where she morphs the parasol in to a jelly blob and throws it at the player. If hit she will outstretch her arm and drain their life.

Thundervolt Spino
The muscle of Neo Repliforce. He will rip and tear through anything and everything in his way. He often bites off more than he can chew. Only when he’s shocked by his failure does he truly realize his shortcomings.

Spino Concept 1
He was another boss that already had a design. I touched it up initially, but later touched it up even more to match the style of other bosses.

Spino Concept 2
My idea for the characters was that he is twitchy and impatient - constantly itching to fight.

Spino Concept 3
Color test.

Spino Idle Animation
Final look in sprite form.

Spin Attack
Many of his attacks involve charging straight at the player.

Spike Burst Concept
Attack idea animation for a spike attack that shoots out bolts in all directions.

Spike Burst
Finished animation, minus the spikes as they were added later in game.

Thundervolt Spino
The muscle of Neo Repliforce. He will rip and tear through anything and everything in his way. He often bites off more than he can chew. Only when he’s shocked by his failure does he truly realize his shortcomings.

Spino Concept 1
He was another boss that already had a design. I touched it up initially, but later touched it up even more to match the style of other bosses.

Spino Concept 2
My idea for the characters was that he is twitchy and impatient - constantly itching to fight.

Spino Concept 3
Color test.

Spino Idle Animation
Final look in sprite form.

Spin Attack
Many of his attacks involve charging straight at the player.

Spike Burst Concept
Attack idea animation for a spike attack that shoots out bolts in all directions.

Spike Burst
Finished animation, minus the spikes as they were added later in game.

Thundervolt Spino
The muscle of Neo Repliforce. He will rip and tear through anything and everything in his way. He often bites off more than he can chew. Only when he’s shocked by his failure does he truly realize his shortcomings.

Spino Concept 1
He was another boss that already had a design. I touched it up initially, but later touched it up even more to match the style of other bosses.

Spino Concept 2
My idea for the characters was that he is twitchy and impatient - constantly itching to fight.

Spino Concept 3
Color test.

Spino Idle Animation
Final look in sprite form.

Spin Attack
Many of his attacks involve charging straight at the player.

Spike Burst Concept
Attack idea animation for a spike attack that shoots out bolts in all directions.

Spike Burst
Finished animation, minus the spikes as they were added later in game.

Thundervolt Spino
The muscle of Neo Repliforce. He will rip and tear through anything and everything in his way. He often bites off more than he can chew. Only when he’s shocked by his failure does he truly realize his shortcomings.

Spino Concept 1
He was another boss that already had a design. I touched it up initially, but later touched it up even more to match the style of other bosses.

Spino Concept 2
My idea for the characters was that he is twitchy and impatient - constantly itching to fight.

Spino Concept 3
Color test.

Spino Idle Animation
Final look in sprite form.

Spin Attack
Many of his attacks involve charging straight at the player.

Spike Burst Concept
Attack idea animation for a spike attack that shoots out bolts in all directions.

Spike Burst
Finished animation, minus the spikes as they were added later in game.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Spiral Pegasus
A veteran member of Repliforce. He values honor and loyalty. He will do anything for his organization, no matter how extreme.

Pegasus Concept 1
An early version of his design after I gave him a facelift.

After Image Attack Concept
A concept for an attack where he sends out a bunch of after images of himself at the player.

Vile
A former Maverick Hunter and a longtime rival to X and Zero. He, through his strength and his strength alone, wants to prove himself to be the best. Given a fourth chance to prove himself, he is a loose cannon that is willing to do anything to meet his goals, no matter the consequences.

Vile Concept 1
A more closer look at the pilot of the mech who will dismount it in later encounters.

Vile Exploration
Sprite iterations based on the newer look.

Mech Concept
Developement of the mech. Bulky, brutish, angular look was the main goal.

Vile Mech
The final in game look.

Mech Leg Concept 1
Initially he was supposed to have simple humanoid legs, but I wanted to give them a bit more unconventional look.

Mech Legs Concept 2
Gradually it evolved in to an idea of it having 'tank feet' that could fold up, making the mech crouch.

Mech Legs Concept 3
First sprite iteration and further developing the look and concept of the leg transformation.

Mech Rocket Punch Animation
The final look. It turned out extremely well, paving the way for an attack where he puches and crouches himself down to allight the punch with the players height.

Mech Grab
Grabs the player and flings them high in the air, delivering a devastating punch on their way down.

Mech Jump
Despite its size, the mech is surprisingly agile having the ability to jump great distance. Just be sure not to get under its crushing treads.

Mech Dash Back
Scrapped evasion move.

Vile
A former Maverick Hunter and a longtime rival to X and Zero. He, through his strength and his strength alone, wants to prove himself to be the best. Given a fourth chance to prove himself, he is a loose cannon that is willing to do anything to meet his goals, no matter the consequences.

Vile Concept 1
A more closer look at the pilot of the mech who will dismount it in later encounters.

Vile Exploration
Sprite iterations based on the newer look.

Mech Concept
Developement of the mech. Bulky, brutish, angular look was the main goal.

Vile Mech
The final in game look.

Mech Leg Concept 1
Initially he was supposed to have simple humanoid legs, but I wanted to give them a bit more unconventional look.

Mech Legs Concept 2
Gradually it evolved in to an idea of it having 'tank feet' that could fold up, making the mech crouch.

Mech Legs Concept 3
First sprite iteration and further developing the look and concept of the leg transformation.

Mech Rocket Punch Animation
The final look. It turned out extremely well, paving the way for an attack where he puches and crouches himself down to allight the punch with the players height.

Mech Grab
Grabs the player and flings them high in the air, delivering a devastating punch on their way down.

Mech Jump
Despite its size, the mech is surprisingly agile having the ability to jump great distance. Just be sure not to get under its crushing treads.

Mech Dash Back
Scrapped evasion move.

Vile
A former Maverick Hunter and a longtime rival to X and Zero. He, through his strength and his strength alone, wants to prove himself to be the best. Given a fourth chance to prove himself, he is a loose cannon that is willing to do anything to meet his goals, no matter the consequences.

Vile Concept 1
A more closer look at the pilot of the mech who will dismount it in later encounters.

Vile Exploration
Sprite iterations based on the newer look.

Mech Concept
Developement of the mech. Bulky, brutish, angular look was the main goal.

Vile Mech
The final in game look.

Mech Leg Concept 1
Initially he was supposed to have simple humanoid legs, but I wanted to give them a bit more unconventional look.

Mech Legs Concept 2
Gradually it evolved in to an idea of it having 'tank feet' that could fold up, making the mech crouch.

Mech Legs Concept 3
First sprite iteration and further developing the look and concept of the leg transformation.

Mech Rocket Punch Animation
The final look. It turned out extremely well, paving the way for an attack where he puches and crouches himself down to allight the punch with the players height.

Mech Grab
Grabs the player and flings them high in the air, delivering a devastating punch on their way down.

Mech Jump
Despite its size, the mech is surprisingly agile having the ability to jump great distance. Just be sure not to get under its crushing treads.

Mech Dash Back
Scrapped evasion move.

Omni Golem
An advanced version of the 'Golem' units. Appointed to patrol the prison and destroy any intruders or potential escapees on sight.

Omni Golem Concept
The main feature of this boss is that he is able to swap elements - fire, ice, and electricity.

OmniGolem Evolution
The version on the right was the first iteration of the boss, the one on the left is the current, refined look

OmniGolem Weapon
Keeping to the prison guard theme, I made his weapon look like an oversized grenade launcher with rotating cylinder that cycles between the elemental guns.

OmniGolem Elemental Weapons
After the cylinder spins a fire, ice, or electric weapon will pop out.

Omni Golem
An advanced version of the 'Golem' units. Appointed to patrol the prison and destroy any intruders or potential escapees on sight.

Omni Golem Concept
The main feature of this boss is that he is able to swap elements - fire, ice, and electricity.

OmniGolem Evolution
The version on the right was the first iteration of the boss, the one on the left is the current, refined look

OmniGolem Weapon
Keeping to the prison guard theme, I made his weapon look like an oversized grenade launcher with rotating cylinder that cycles between the elemental guns.

OmniGolem Elemental Weapons
After the cylinder spins a fire, ice, or electric weapon will pop out.

Omni Golem
An advanced version of the 'Golem' units. Appointed to patrol the prison and destroy any intruders or potential escapees on sight.

Omni Golem Concept
The main feature of this boss is that he is able to swap elements - fire, ice, and electricity.

OmniGolem Evolution
The version on the right was the first iteration of the boss, the one on the left is the current, refined look

OmniGolem Weapon
Keeping to the prison guard theme, I made his weapon look like an oversized grenade launcher with rotating cylinder that cycles between the elemental guns.

OmniGolem Elemental Weapons
After the cylinder spins a fire, ice, or electric weapon will pop out.

Omni Golem
An advanced version of the 'Golem' units. Appointed to patrol the prison and destroy any intruders or potential escapees on sight.

Omni Golem Concept
The main feature of this boss is that he is able to swap elements - fire, ice, and electricity.

OmniGolem Evolution
The version on the right was the first iteration of the boss, the one on the left is the current, refined look

OmniGolem Weapon
Keeping to the prison guard theme, I made his weapon look like an oversized grenade launcher with rotating cylinder that cycles between the elemental guns.

OmniGolem Elemental Weapons
After the cylinder spins a fire, ice, or electric weapon will pop out.

Omni Golem
An advanced version of the 'Golem' units. Appointed to patrol the prison and destroy any intruders or potential escapees on sight.

Omni Golem Concept
The main feature of this boss is that he is able to swap elements - fire, ice, and electricity.

OmniGolem Evolution
The version on the right was the first iteration of the boss, the one on the left is the current, refined look

OmniGolem Weapon
Keeping to the prison guard theme, I made his weapon look like an oversized grenade launcher with rotating cylinder that cycles between the elemental guns.

OmniGolem Elemental Weapons
After the cylinder spins a fire, ice, or electric weapon will pop out.

Omni Golem
An advanced version of the 'Golem' units. Appointed to patrol the prison and destroy any intruders or potential escapees on sight.

Omni Golem Concept
The main feature of this boss is that he is able to swap elements - fire, ice, and electricity.

OmniGolem Evolution
The version on the right was the first iteration of the boss, the one on the left is the current, refined look

OmniGolem Weapon
Keeping to the prison guard theme, I made his weapon look like an oversized grenade launcher with rotating cylinder that cycles between the elemental guns.

OmniGolem Elemental Weapons
After the cylinder spins a fire, ice, or electric weapon will pop out.

Void Valkyrie
A warrior of Light who was cursed and twisted in to a monstrous harpy who feeds on Cyber Elves and other Reploids

Void Valkyrie Concept 1
The goal was to make her quite disturbing, giving her abilities when she could spit out zombie like enemies or unhinging her jaw and shooting a laser out of it

Void Valkyrie Concept 2
She went through a whopping 8 redesigns. This is the pre-final concept

Void Valkyrie Concept 3
Pre-battle animation concept. She sheds the guise of a little girl revealing her true form

Void Valkyrie Concept 4
Pre-Cursed design

Void Valkyrie Concept 5
Pre-Cursed design color test

Teleport
A frame from her teleporting move. When she teleports you briefly can see the void in her silhouette

Void Valkyrie
A warrior of Light who was cursed and twisted in to a monstrous harpy who feeds on Cyber Elves and other Reploids

Void Valkyrie Concept 1
The goal was to make her quite disturbing, giving her abilities when she could spit out zombie like enemies or unhinging her jaw and shooting a laser out of it

Void Valkyrie Concept 2
She went through a whopping 8 redesigns. This is the pre-final concept

Void Valkyrie Concept 3
Pre-battle animation concept. She sheds the guise of a little girl revealing her true form

Void Valkyrie Concept 4
Pre-Cursed design

Void Valkyrie Concept 5
Pre-Cursed design color test

Teleport
A frame from her teleporting move. When she teleports you briefly can see the void in her silhouette

Void Valkyrie
A warrior of Light who was cursed and twisted in to a monstrous harpy who feeds on Cyber Elves and other Reploids

Void Valkyrie Concept 1
The goal was to make her quite disturbing, giving her abilities when she could spit out zombie like enemies or unhinging her jaw and shooting a laser out of it

Void Valkyrie Concept 2
She went through a whopping 8 redesigns. This is the pre-final concept

Void Valkyrie Concept 3
Pre-battle animation concept. She sheds the guise of a little girl revealing her true form

Void Valkyrie Concept 4
Pre-Cursed design

Void Valkyrie Concept 5
Pre-Cursed design color test

Teleport
A frame from her teleporting move. When she teleports you briefly can see the void in her silhouette

Void Valkyrie
A warrior of Light who was cursed and twisted in to a monstrous harpy who feeds on Cyber Elves and other Reploids

Void Valkyrie Concept 1
The goal was to make her quite disturbing, giving her abilities when she could spit out zombie like enemies or unhinging her jaw and shooting a laser out of it

Void Valkyrie Concept 2
She went through a whopping 8 redesigns. This is the pre-final concept

Void Valkyrie Concept 3
Pre-battle animation concept. She sheds the guise of a little girl revealing her true form

Void Valkyrie Concept 4
Pre-Cursed design

Void Valkyrie Concept 5
Pre-Cursed design color test

Teleport
A frame from her teleporting move. When she teleports you briefly can see the void in her silhouette

Void Valkyrie
A warrior of Light who was cursed and twisted in to a monstrous harpy who feeds on Cyber Elves and other Reploids

Void Valkyrie Concept 1
The goal was to make her quite disturbing, giving her abilities when she could spit out zombie like enemies or unhinging her jaw and shooting a laser out of it

Void Valkyrie Concept 2
She went through a whopping 8 redesigns. This is the pre-final concept

Void Valkyrie Concept 3
Pre-battle animation concept. She sheds the guise of a little girl revealing her true form

Void Valkyrie Concept 4
Pre-Cursed design

Void Valkyrie Concept 5
Pre-Cursed design color test

Teleport
A frame from her teleporting move. When she teleports you briefly can see the void in her silhouette


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