Seth Smith - Other Works
While not strictly focused on game development, these other works highlight my other artistic skills, as they range quite widely and come in an assortment of miscellaneous practices.
Photoshop Photobashes


Clockwork Coral
This work was created using Adobe Photoshop alone. Approximately 15 different images were used for this photobash, each under a creative commons non attribution label. Completed in Fall of 2025.
Intended to be a piece utilizing the artistic genre of surrealism, Clockwork Coral was created as a way to express my love of both paleozoology as well as modern technology. The human hand construct acts as the representation for us - anthropologically created technology. Contrasted, it sits in the ocean next to sponges, anemones, and jellyfish, lineages of some of the earliest complex organisms to ever make their appearance on Earth. Of course despite the disparity of our anatomy, diverging hundreds of millions of years ago, we still share the world together. As someone quite fond of these animals, I would prefer to keep sharing this world with them together.
Professor
This work was created using Adobe Photoshop alone. Approximately 10 different images were used for this photobash, each under a creative commons non attribution label. Completed in Fall of 2025.
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This work was based upon a fictional creature companion of sorts I had when I was younger. I was raised Catholic, and thus the rebellious phase of my early teen years in part consisted of quite the sacrilegious interest of demonology. Drawing from my memories of this character, simply named Professor, I attempted to recreate how I would've perceived it in the waking world from that time more than a decade ago.
Jack of Spades Custom Card Art
Custom face card art for the Jack of Spades as part of an assigned project at William Peace University. This piece was completed in Fall of 2025, illustrated using Paint Tool Sai and given final touchups in Photoshop.
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This work initially started as an on paper thumbnail sketch, which was then photographed and brought into Paint Tool Sai to complete. Parts of the linework and much of the colored render was mirrored, while other parts of the piece were redrawn by hand.
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The character depicted is an original creation of mine, an anthropomorphic snail. Their design is based off of the Mystery Snail, a freshwater aquatic snail species that is quite dear to me, as I have owned many in my aquariums throughout my life.
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Jurassic World Evolution 2 Mod - Fossil Fighters Trodon Skin
This is a game mod I created for the Jurassic World Evolution 2 title, a retexture of the Jurassic World Evolution 2 Troodon model based on the Fossil Fighters design of the same dinosaur. The texture was created in Substance Painter after some work was done in Blender to separate the model from the rig, and isolate the Ambient Occlusion maps to use as an overlay to preserve the scale details. The most challenging part of the project was the technical work required to set up the mod properly to work in game. Thanks to the assistance of some users on the JWE2 modding Discord, I was able to follow in the footsteps of other mod authors, using resources, guides, and templates made available to get the mod functional.
As of writing, the mod allows the user to synthesize Troodon dinosaurs with any of the base game skins, as well as the 7 others I designed based upon the Fossil Fighters Troodon Vivosaur, its Silver Fossil variant designs, as well as a monochrome and a pastel alt skin. Completed in Fall of 2025.
BUG - Rain World Vocaloid Parody
Finished in May of 2024, this video was a parody of the Music Video for the Vocaloid song "BUG", using a character from the video game Rain World as the main focus. The character in question, Five Pebbles, was chosen due to the thematic parallels shared with the lyrics of the music piece.
The illustrations created of the character's poses throughout the video were drawn to directly reference and style themselves after the illustrations of the original video. Instead of attempting to perfectly copy the original work, I closely imitated the original work's shading style, while incorporating a more varied and dynamic video editing style.​ The illustrations were created using Paint Tool Sai, and the​ video was created and edited partly using Adobe Premiere Pro, but mostly using Wondershare Filmora 14.
One of the most work intensive parts of the project was creating a font for the symbols used in lieu of the Japanese text. Thanks to the work of the Rain World community, I was able to gather a database of every known pictogram used within the game, and the likely symbolic meanings they represented. I then set about transcribing all of them into Adobe Illustrator, preserving their proportions to the best of my abilities. More than 60 individual symbols were created and mapped to upper and lowercase letters, as well as the number keys and others. I had never undertaken such an effort before, but I felt the project demanded it, and I now host the finished font as a community asset in the Rain World Discord.
Kabuto x Delphox Fusion - Pokemon Infinite Fusion


This pixel art is a piece I created for the Pokemon Infinite Fusion fan community. In order to stretch my skills, I randomly selected the two characters to combine so I would dive into the project from scratch, and be made to combine characteristics and traits from wildly different designs in a way which felt cohesive and harmonious. Additionally, I did not use any of the starting character bases available, instead opting for fully original art.
The goal of the piece was to practice creating sprite art at a more professional level than previously executed, with the undertaking requiring a thorough following of a style guide made to replicate the standards of the best spritework from the Pokemon series. The design for the fusion was first concepted and illustrated in Paint Tool Sai, brought into PixelOver to be converted into pixel art, and then further refined using Pixelorama into the finished design work seen here. Completed in late spring of 2025.
Project Genesis - Monster Design



Created in late spring of 2022, this was the terminus project for a Kinesiology course I completed at Wake Tech. The focus of the course began with human anatomy, moved to animal anatomy, and then finished with the introduction of fictional elements such as the creation of a boss monster design for a final project. For the purposes of design, we had to illustrate a anatomically feasible monster design, as well as create a second drawing detailing the necessary skeletal anatomy. The goal was to demonstrate our knowledge of animal anatomy, and if we understood the study well enough to apply it to fictional creature designs.
This course has remained one of the most influential as my development as an artist, and I frequently still review the learning materials to better my skills. It also encouraged me to get more comfortable with creating concept art without the reliance of digital software to assist me, which greatly strengthened my base drawing ability, and increased my confidence as an artist.





