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NOT-GOOSE

Hello! I’m Tiggi (AKA Not-Goose), a Canadian game developer with a passion for the arts and a love of all things horror. I specialize in character creation, taking projects from early concept design through to fully textured and rigged 3D models.


With a Certificate in Fine Arts and an Honours Bachelor’s degree in Game Design, I bring both strong artistic fundamentals and technical expertise to my work. I’m experienced across a range of styles, mediums, and software, allowing me to adapt to diverse creative needs. I take pride in delivering high-quality work efficiently while maintaining attention to detail.

GAME ARTIST AND DESIGNER

CHOSEN_Logo_edited.jpg

SPOONS

Spoons is a very short narrative game about living with chronic illness, specifically arthritis. Players must balance their productivity as well as their energy, aka spoons, in order to complete basic tasks. the tone is fairly grim, meant to portray the hopelessness one might feel while trapped in their own body.

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As my first solo dev project, it was an opportunity to explore a topic that was deeply personal, as well as developing my skills in game design and storytelling.

Software Used: Unity, Procreate, Aseprite

CHOSEN

CHOSEN is a retro-inspired boomer shooter inspired by games like DOOM and Halo. Players fight back against human expansion using unique weapons and a versatile grappling hook.

 

I was the Lead Character and Concept Artist, creating environment concepts as well as designing, rigging, and texturing every character in the game.


Software Used: Unity, Procreate, Maya, Substance Painter

GHOULS...

Ghoul’s Best Friend is a reverse horror game where you play as the loyal dog of your recently deceased owner: Instead of being haunted, you do the haunting as you attempt scaring away the new family trying to move into the house.

 

As the project's primary artist, I created the concept art, character designs, and environmental textures that helped bring the world to life.

Software Used: Unity, Procreate, Aseprite

2D Art

2D art is my primary area of expertise, built on a strong foundation in core artistic principles and experience across a wide range of styles and mediums. I specialize in stylized character design, focusing on expressive, dynamic visuals.


Through years of commission work, I’ve developed the ability to meet tight deadlines while collaborating closely with clients to not only realize their vision, but consistently exceed expectations.

3D Art

As a character artist, I have developed my 3D skills through self-driven learning in sculpting and rigging. My background in costume making and traditional sculpting gives me a strong understanding of form, helping me create cohesive and well constructed models.


In addition to characters, I am more tthan comfortable producing environment and weapon assets, adapting my workflow to suit a variety of project needs. 

Other

This section showcases a collection of my projects, including but not limited to: playable builds, devlogs, and design documents. It highlights my process from concept to execution, covering everything from early ideation to iteration and refinement.


These works demonstrate my ability to plan, develop, and communicate ideas effectively while documenting growth and problem-solving throughout the dev cycle.

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