design and cartoons

The artists I am currently studying are: Michel Ancel, Daniel James, Erik Svedang, Casey Pugh, Mathieu Bourgain, David Firth, Jamie Smart, Daniel Rozin, Bennett Foddy, Richard Hofmeier, David Scott Jones, Brian Colin, Bo Welch, Stephen Chiodo, Mechtild Nienaber, David Meng, Eric Chahi, Ed McMillen, Playdead, Emiko Yamamoto, Sho Yamamoto, Will Illcubo Zardain, Ana Albano, Rhodri McCormack, Val Mayerik, Richard Horie, Zoe Quinn, Christine Love, Davey Wreden and Aris Kolokontes.

my latest work

I’m interested in custom cartooning, technical drawing, game art, game design and software design

This is a moment in time, these are some of my early work. I have plans to spend time with robot drawing, digital art and drawing fundamentals, so that these kinds of cartoons will be more focused, but also so I can create more complex and detailed works. My ultimate goal is to create games and software, mech illustrations, design-as-art pieces, surrealist detailed cartoon-style digital paintings/illustrations and quirky and fun illustrations for t-shirts and merch – influenced by pop culture/cult entertainment. As well as getting better at my personal style of custom cartoons (sketches, scenes, characters) with digital patchwork from pencil sketches. And doing art for other people’s games.

My Design Aesthetic:

indie design rejects using power to conquer verisimilitude rather than taking the time to connect using realism – and instead embraces thoughtful mechanics and deep + thorough worlds, characters, actions, objects.

I have been designing games as an amateur for 24 years – coding in BBC BASIC on a BBC Micro emulator on the family Acorn Archimedes home computer back in the early 90’s which helped me get top of my high school 98% in the NCEA1 algebra exam. Later years, I tried C# and a bit of C++ but found them over-complicated. I enjoyed python and javascript, but took a break for awhile from coding to focus on production, writing and mechanics and a bit of art. I also spent some time prototyping card game mods and designing ball games. Recently started learning Twine with Javascript to make games/interactive stories.

To give you an idea of my tastes, the 25 games that most reflect who I am as a gamer and game creator are: Another World, Limbo, Magic: the Gathering Online, Discworld 2, Close Combat 1, Earthworm Jim, Mortal Kombat 2, Syphon Filter 2, Super Meat Boy, California Games, Land of Illusion: Starring Mickey Mouse (original), The Sims 1, Osmos, Joust, Rayman 1, Robocop VS The Terminator, Gain Ground, Rampage, Doom, Gynoug/Wings of Wor, Hell’s Kitchen (DS), Dig Dug, Freedom Force (PC), Kung Fu Master (c64) and Lemmings.

I’ve been a fan of Mutant Chronicles since I bought the warzone mutant chronicles rulebook for NZ$50 from a games workshop store when I was thirteen and fell in love with Paul Bonner’s illustrations and Bill King’s world. Especially the Nepharites and Algeroth/Semai dark apostles and legion. It would not be a lie to say that some of my writing was influenced by this world (as well as Stephen King and Magic: the Gathering.) I ended up buying the box kit of warzone mutant chronicles from France about 8 years ago. I wasn’t able to buy the warzone resurrection gear but I did end up buying the Mutant Chronicles RPG 3rd edition from Modiphius and I’ve recently started reading it. With plans to create spinoff/fan-made/community support content.

I am an author, poet/songwriter, screenwriter, filmmaker (animation), game writer, gaming journalist, comic writer, playwright and cartoonist by trade.

Harnessing my creative ambition and desire to learn & produce I am also an active member of the open source software community. Using writing as a medium, I contribute to Tripadvisor as a travel blogger and offer my expertise and guidance directly to those in need on a work-for-hire basis via Fiverr® and Freelancer®.

Wishing to foster creativity within my ever expanding community, I have dedicated myself to helping people better articulate their ideas and raise awareness for creativity as a whole — organising entertainment events, producing open source software and commercial indie games and websites, also constantly exploring new mediums in which to express creative direction. Such as pro wrestling storylines and developing interactive electronic/mechatronic hardware.

Established within the New Zealand creative community, I and the Mike’s Workshop brand look forward to hosting local business powered creative drives, outdoor drive-in film marathons, and general fundraising…fostering the creativity, community, and culture of my neighbourhood, my town, my region, my country and my part of the world.

My first indie video game is a team project called “Peddler”, due in 2020.

The tone of the game comes from cold Winters at an all-boys private post-colonial high school, scrounging together cash for cigarettes and occasionally selling cigarettes to other students and dreaming up ways to start a business.

I like the idea of incorporating 2d platform game style movement and brick-breaking into a modern game with modest ambitions – to simulate hustling in high school, but to do so effectively, accurately, with thorough and innovative gameplay and creative expression in its design.

You play a young student; a junior in high school at a boring, prison-like high school in a dreary, dismal town, during a cold Winter. You get caught up in a winner-takes-all competition with other hustlers (friends) in memory of a dead friend, to see who can make the most money.

The player’s goal is to make as much money as possible in a two week time frame. There are numerous in-game events that can get you money but the surest way is through buying and selling items. The player will be able to visit vendors and buy things from them with game-money and sell to npcs. Each npc will have its own set of likes and dislikes and will pay more for some things than other npcs.

about my custom cartooning service by visiting my freelancer profile.


I am a guy who cares deeply about thinking things through thoroughly, about innovation in design, sophistication of thought and telling imaginative stories in a unique way. The opposite of mass-manufactured dross. Instead, I weigh artistic integrity against “everything serves the story” and “everything is thought through to its end point – with manic attention to detail.” That doesn’t mean all problems are solved within the story, sometimes there is closure and sometimes, not everything is resolved (like life.)

The design document for my team’s game (Peddler) is finished. My team-mate Don and I wrote it together, based on my design. In 2019, I will be hiring a programming team to convert the 8 core mechanics from the design document into the initial code for the prototype. Then I will take over the coding and I will also be lead designer. I will be working with an artist and a co-writer – who are already on the team.

We’re also launching via our team, a webzine about struggling and successful emerging creative people – with audio interviews and text feature articles.

Currently and for the next two years self-studying Unity, Twine and Javascript to make interactive novels and games. Software design and cartoons being the ultimate goal.

The plan is to make some collaborative games/interactive novels with my team and with other creatives I’ve met. And some solo game projects. And then to increase my freelancer client portfolio and work with some people whom I like, but not scale into a monolithic corporation – instead to stay small and relevant. “To be passionate makers and fuel that energy into the creation of interesting, intelligent, thorough and deep entertainment and technology. And to build a platform that spreads this creativity through the cult and the underground, to as many different types of consumer crowds and generations, with as little censorship or non-creative control as possible. To be allowed and enabled to be silly and have fun, to be adventurous, take risks, jump off the cliff without taking off the blindfold and spend every waking moment creating something beautiful or ugly, but always effective.”

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