digital artist | game writer | cartoonist | video-maker | zinester
My tiny-craft solo studio DNA is something like a troma-budget sony largely influenced by: Jae Lee, Jack Cole, Sam Kieth, Jhonen Vasquez – comics; art – Ade Chappell, Dan Rozin, Paul Bonner, Michael Hussar, Jokiargu; design – Cas Holman + Jay Silver; games – Juhana Myllys, Mark Healey, Eric Chahi, Kim Valori, Twisted Pixel, Moon Studios, Videocult, TU Studio, Hemisphere Games; screen – Al Pyun, Shane Carruth, Jeunet, David Cronenberg, Jim Henson, Brendon Small, Don Hertzfeldt, Anna Mantzaris and Bruce Timm. With a few threads of Stephen Sinclair, Robert Sarkies, Spalding Gray, Larry Clark and dogme95.
I’m an independent world-builder and studio founder who uses multiple mediums.
My projects span:
Self-published novellas
Screenplays
Game concepts and development
Miniature painting and set construction
Prop and creature fabrication
3D printing and toy art
Digital illustration and design
Video essays and social content
Zines and websites
Software Art + Video Game Prototypes
Long-term IP creation under World.exe
The common thread isn’t the medium—it’s the creation of worlds, stories, aesthetics, and communities around them.
I’m building a portfolio of interconnected creative works—novellas, games, props, art, videos, and physical objects—that all reinforce the same creative identity.
That puts me closer to creators like Jim Henson, Clive Barker, or Chris Metzen in approach.
As a massive toon fan, my top 20 all-time favourite cartoons are: It’s Such A Beautiful Day, Take this Pill by David Firth, Earth X saga by Jim Krueger, Michael Holt – Checkmate, The Force of Buddha’s Palm, The Maxx and Friends of Maxx, JTHM, Defenders of the Earth, Plastic Man, Green Lantern/Green Arrow, Bruce Timm’s Matt Hagen, The Mudthing story-arc (Spiderman), Bravestarr, 1984 Transformers: series, Thundercats, Home Movies, Howl’s Moving Castle, Shrek 1 and Aeon Flux.
WORLD-EXE
A multidisciplinary creative archive exploring collapse, mythology, alienation, absurdity, cinema, fantasy, and survival through fiction, games, theatre, poetry, comics, and experimental media.
Ongoing releases, prototypes, journals, and artefacts from an expanding independent studio ecosystem.
POLYDINA
I work across zines, speculative fiction, theatre writing, prop and FX construction videos, machinima, game writing, digital systems art, and experimental low-budget filmmaking.
Most of my work lives somewhere between handmade mythology, regional cult media, underground comics, VHS-era horror, unfinished media archaeology, and collaborative worldbuilding.
I’m interested in stories that feel discovered rather than manufactured; damaged archives, fake production histories, impossible movies, speculative universes, forgotten broadcasts, open-source characters, outsider media, and strange systems stitched together from memory, practical effects, collage, and improvisation.
A lot of my projects begin with fragments:
unfinished scripts
fake documents
production stills
reconstructed memories
game mechanics
prop replicas
storyboard pages
recorded conversations
old VHS footage
zines
character sketches
broken worldbuilding notes
From there, the work expands outward into whatever format fits the idea best.
Sometimes that becomes a zine.
Sometimes it becomes a short film.
Sometimes it becomes a prop build, a fake documentary, a machinima project, a tabletop setting, a theatre piece, or an experimental narrative system.
I’m less interested in polished corporate storytelling than I am in tactile, human, limitation-driven creative work — things that still show fingerprints, tape marks, mistakes, revisions, and production scars.
My creative DNA pulls from:
regional horror cinema
practical creature effects
mid-90s comics
public-access television
underground zines
retro game culture
experimental sci-fi
cult animation
collaborative storytelling
low-budget genre filmmaking
open creative systems
The through-line across all of it is worldbuilding.
Whether I’m writing a speculative fiction piece, building a prop, reconstructing a failed horror movie through a zine, designing a fictional production archive, or developing a game concept, the goal is always the same:
To make something that feels like it already existed somewhere before you found it.
Discord coming soon for getting involved with the community and getting access to free stuff, first peeks at new releases, open-source assets and feedback for your own work.