Amanda Williams

I work with a variety of clients in different fields, so since I’ve worked invisibly behind the scenes for so long, this page is both for them and the curious.

Since 2009, I’ve made 2D environment and concept art for video games and interactive apps, as well as illustration commissions. My technique has always been a hybrid of traditional and digital art, with my work started as hand-drawn on paper in ink and finished digitally as different projects require. I was initially hired out of fine art college to make illustrated environment art for a special little video game in an Edward Gorey-inspired style about a spider who makes webs and eats bugs, which featured the element of games that I love most – environmental storytelling. So many detailed rooms that hinted at mysteries for players to uncover through the art and exploring. 

As one of the first wave of iPhone/smartphone game developers, I worked on the first fully illustrated mobile game (when I looked around at the time, I found no others). This more highly-polished style and its clever game mechanics helped put us on the map and changed the trajectory of my life. Since then I’ve truly been honored and very lucky to collaborate with some of the best creators in the business.

I also make websites, from the straightforward to the purely creative. Noteworthy sites include an interactive onsite map for the Roswell UFO Museum, and a very large site for a company that worked on the Blue Origin space shuttle capsule.

In addition to games and websites, I art direct and make 2D art for other interactive apps. A favorite was a new type of adult app called Body Heat, an iPhone massager controller, which we sold to OhMiBod (NSFW). Our version featured a lovely glowing heat signature that responded to touch. It won awards from the city of Vienna, which I love about that one!

In my fine art, I specialize in traditional mediums. My surreal, ethereal subjects live in their very own sepia toned haunted garden. I still consider myself an environment artist and spend much of my time in grand gardens, so my focus is my nature related art these days. The dreamy secrets of flowers, mushrooms, and of course insects… I’ll always remember my beloved first game about a spider. 

Select client work

Dim Bulb Games. Where the Water Tastes Like Wine. Contributing vignette artist.

The Deep End Games. Perception. Logo art and promotional art.

Tiger Style. Spider: Rite of the Shrouded Moon. 2D environment and concept art.

Tiger Style. Waking Mars. 2D environment and concept art.

Perfect Plum/Heather Kelley/Damien Di Fede. Body Heat (NSFW), now the OhMyBod app. Logo, graphics.

Tiger Style. Spider: The Secret of Bryce Manor. 2D Environment art.

Critical Mass. The 2 Bobs. By Tim McCanlies, co-writer of the Iron Giant. 3D art.

 

Project recognition

IndieCade. Developer’s Choice Award – Where the Water Tastes Like Wine.

Independent Games Festival. Finalist for Best Mobile Game – Waking Mars.

City of Vienna, Austria Content Awards. Best App Award, FemPower Award – Body Heat (Now known as the OhMiBod app).

Game Developers Choice Awards. Finalist: Best Debut, Finalist: Best Handheld Game.

Independent Games Festival. Best Mobile Game – Spider: The Secret of Bryce Manor.

Additional

Frequent Independent Games Festival juror for Excellence in Visual Arts.

Guest speaker on “Storytelling in the Digal Age” for the Society of Childrens Books Writers and Illustrators symposium at St Edwards University.

Media

I was interviewed by VICE Magazine.

Game designer Randy Smith discusses our Tiger Style years in this wonderful podcast episode with Idle Thumbs at Fantastic Fest’s showcase called Fantasic Arcade. They also discuss the environmental storytelling within our games. I was somewhere in the audience, enjoying every minute.

This little blurb about the Body Heat/OhMiBod app makes me smile.