BitSwizzler Studio
Sculpts, machines, life drawing and digital art — the work behind the games.
Sculpted at full detail, then optimized to render live in your browser. Drag to rotate; scroll or pinch to zoom.
The classic monster, from flat top to neck bolts.
A take on Frankenstein’s monster: a flat-topped skull, heavy brow, a scar across the forehead, bruise-dark lips and bronze bolts in the neck. Sculpted at 1.7 million triangles with the skin colour painted straight into the mesh, then reduced to about 150 thousand to run here.
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A skull that isn’t quite human.
Oversized eye sockets, a swollen cranium worked with ridges and folds, and no lower jaw. Sculpted at 879 thousand triangles; for the web version, aged-bone colour and ambient occlusion are baked into the vertices so every crease reads with depth.
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A one-wheeled helper with its battery on display.
Joule balances on a single wheel, reaches out with long claw-tipped arms and shows its charge on glowing gauges in its chest and head. Built game-ready at about 6,000 triangles, with the detail carried by a full PBR texture set — colour, normal, metal, roughness and emission.
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Hard-surface machinery, all pistons and pivots.
Built from interlocking hard-surface parts: hydraulic arms on swivel joints, pistons driving the shoulders and pincer hands, all mirrored across a shaped chest plate. Finished here in brushed steel with baked ambient occlusion to pick out every joint.
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A heavyset toad, every wart accounted for.
Sculpted at over 600 thousand triangles, down to the skin folds and the warts across its back. The web version wears a mottled olive skin with a paler belly and baked ambient occlusion, so the detail survives the trip down to 150 thousand triangles.
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Life drawing, studies and sketches in charcoal, pencil and ink. Tap or click any piece to view it large.