Artist | Game Producer | Graphic Designer


Hi, I'm Chanel Lim! I'm currently a 4th year majoring in Computing and the Arts at University of California, San Diego.I'm a creative that is experienced with 2D concept and illustration art, 3D modeling, and graphic designs. I specialize in game development, mainly in production and art! In my free time I like to do game jams and draw as a convention artist.Currently working as the Director of Game Development at UCSD's Video Game Development Club.

Art


Games


Athenaeum is an ongoing game development project I am leading with a team of around 70 people.I act as the game director, game producer, lead designer, lead artist, and lead writer for the project. Some of the areas I have experience in are project management, gameplay design, 2D illustration, concept art, 3D modeling, narrative writing, quality assurance, and UI design.Skills used: Procreate, Zbrush, Unity, Jira, Google Workplace, GithubAll my work for this project can be found here:

Monster Whisperer was a 10 month long game development project that I worked on as an artist and writer.The team for this project was around 20/30 people throughout the duration and the art team had about 5 main artists including me. I made a lot of different concepts, 3D models, characters, and animations for this project.Skills used: Maya, Adobe Photoshop, Procreate, Aesprite, Google Workplace, Unity, GithubAll my work for this project can be found here:


Hallow of the Kings was a shooter game I made with a team of 5 others for a 4 week long game jam.As the sole artist, I made all the art in the game. It was definitely a time commitment but I really enjoyed the development because of the great collaboration between me and my team members.I drew and animated all of the assets such as UI, characters, projectiles, map textures, and props. I also served as the creative director in visioning the initial concepts and final look of the game.Skills used: Github, Procreate, Unity, C#, pixel art, rigging, tile mapping.


The Tales of Tiny was made as a sequel made in 5 weeks to its predecessor, Hallow of the Kings. It follows the story of the main character and his pet cat, Tiny, through a Christmas themed story as a standalone sequel.This was a much larger scaled game, with 5 different enviornments I had to make art for such as the lake room of the garden room. Almost all the assets were drawn by me: every prop and every texture.I was also in charge of concepting the puzzle designs and the tools that would be used for each one.Skills used: Github, Procreate, Unity, rigging, pixel art, tile mapping, level design

Graphics


Monster Whisperer is a 2.5D open world game that I worked on as an artist and a writer at SDSU for a little less than a year. The team had a little over 30 people working on it; the art team had around 5 artists that worked weekly. One of the most important things I realized working on it was the importance of setting priorities for different tasks and setting different goals for reaching MVP vs MMP.Communication played a huge part in promoting productivity and being able to reach set goals each week. There was a lot of talking between each team and the individual members, making sure they were able to finish their assigned work and seeing if other responsibilities were getting in the way. The weekly meetings were great for keeping member retention and forming a loyal community. I drew a lot from my experiences managing people and product to later run my own game development project when I transferred to UCSD.


Concept Art:



Sprites and Animations:


Unfinished: Will Add More


Athenaeum is a game currently being developed under a club-run development project I started named "The Chanel Project (TCP)".After I became an officer in my university’s video game development club, I knew I wanted to run a long-term project open to anyone looking for experience in game development. At the time, the hands-off style of the club made it difficult for any first-time developers to find their initial footing. So, I pushed for my project to be run starting January 2024.Our initial interest check when we launched this project idea had almost 90 responses. Despite TCP being a community project, the team is currently going strong into its 8th month of development. I believe the most important part of keeping people interested and engaged in development projects like this one is effective communication and positive collaboration for members to feel comfortable and excited about contributing.The game is a 2.5D deck building rogue-like set in a mystical yet eerie environment. We follow our main character, Anamesa, into a library that is populated with characters that eerily resemble her cultist family.Our teams consist of a programming, art, audio, writing, design, UI/UX, and VA team. I act as both the Game director in charge of managing the scope and vision for the game and as the Game producer in charge of managing the members, their output, and scheduling meetings. The most difficult part of the project is that almost everyone, including most officers, have not made a game before, nor worked in one with this many people. However, it takes developing a game to truly understand the process of game development, so throughout our entire development process, I am making sure to teach and explain how to combat problems and adapt to any changes.While I am booking rooms, remedying time conflicts, setting up weekly meetings, directing officers, and overseeing semiweekly meetings for every single team, I also act as a lead for art, design, and writing. As a member of the team, I draw, write, play test, and design for the game’s story, environment, characters, and cards.I hope that involving my community in game development will open the industry to everybody who is nervous about taking their first step. I want to provide a fun but realistic look at the amount of planning, goal setting, and scope adjusting needed to organize a project of this magnitude. While it has not been easy doing all the management and documentation for this project, I love to learn along the way and see the output of my team’s efforts. The success of the project this year has landed me the position of Game Development Director in the club to make this project a yearly thing, and that is why it is vitally important that I do as much troubleshooting and documenting as I can this year to prepare for future years and prepare future game developers.


My Work


Unfinished: Will Add More