Poster design for… what else? Metal Gear Solid 2.
I drew this three-page, short story a couple of years ago for an online sequential competition. It’s kind of sad, melodramatic and gloomy—so, uh, par for the course, really.
As you can see, it was before I started simplifying my approach to comics, which is how Snow was made. I still think this looks good, and I miss doing colour comics; I’m hoping to do more.
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Theo Dimson, noted Canadian designer, poster-creator, and hardcore badass, told me this after I excitedly showed him a project I was working on, back in college. He helped teach me to think, be critical, strive and never ever give up on anything. He died on the 18th. I will miss him, but not forget the lessons he taught me. |
Pushmo is a brilliant downloadable game for the Nintendo 3DS that has your little sumo dude pushing and pulling blocks to rescue adorable little characters.
Via the built-in Pushmo Studio, I’ve created a Home level that you can download and play. Just go to Pushmo Studio, choose a blank spot, and press the “QR” button in the top right to scan and play!

Uh oh. Whatever I did, it wasn’t me. So, what happened?
The Adventures of Tintin and his Taun Taun
I drew this for an art show this fall. It seemed to get around a bit (showing up on the Comics Beat, among other places), so I thought I’d post this here.

This Sunday, I showed the first public demo of Home to a captive audience the always-fantastic weekend event, Gamercamp. It was attached to my talk, “Tell Me Another One,” which was a dissection of narrative and storytelling within videogames.
(Game Prototype Challenge founder Jason P. Kaplan took this awkward photo of me getting pysched for the talk here: http://twitpic.com/7ksn1f)
The demo went well enough, I think. In place of the intimate setting the game usually requires, we used a crowd-voting system to make choices as I maneuvered the main character.
if you attended the talk and have photos to share, let me know on Twitter (@benjaminrivers)!





