Redmond O'Kelly

game developer · animator · artist



Contact Me

you can contact me directly at the following email address, or through one of the links below

[email protected]


gemini

THIS GAME IS CURRENTLY IN THE EARLY STAGES OF DEVELOPMENT. THE STORY FOLLOWS A YOUNG GIRL TRYING TO FIND HER MISSING BROTHER. THIS IS A COLLABORATIVE PROJECT WITH MY PARTNER, WHO WORKS AS THE LEAD ARTIST.

IT IS A STYLIZED 2.5D PIXEL ART GAME CREATED IN UNREAL ENGINE AND WRITTEN IN C++. WE WERE INSPIRED BY THE STYLE OF GAMES SUCH AS POKÉMON BLACK/WHITE 2, AND FIELDS OF MISTRIA.AS THE GAME IS STILL IN EARLY DEVELOPMENT , THERE IS NO PUBLICLY AVAILABLE LINK TO PLAY THE GAME. HOWEVER, YOU CAN FIND MORE ART RELATED TO THE GAME AT THE FOLLOWING LINK;

GEMINI CONCEPT ART

Gemini
It's All in Your Head

it's all in your head

THIS PROJECT WAS DEVELOPED IN COLLABORATION WITH TWO OF MY FRIENDS AS A PROOF OF CONCEPT FOR A LARGER GAME TITLED “IT’S ALL IN YOUR HEAD.” WE SET OURSELVES A TIGHT TIMEFRAME TO CREATE A PLAYABLE DEMO, WITH THE GOAL OF GAUGING PLAYER INTEREST BEFORE COMMITTING TO FULL-SCALE DEVELOPMENT.I LED THE ART, DESIGN, AND OVERALL CREATIVE DIRECTION OF THE PROJECT. HOWEVER, I ALSO CONTRIBUTED TO THE CODE. THE GAME WAS BUILT USING UNITY AND PROGRAMMED IN C#.DESPITE THE CHALLENGES PRESENTED BY THE LIMITED DEVELOPMENT WINDOW AND THE AMBITIOUS SCOPE, THE PROJECT CULMINATED IN A POLISHED DEMO THAT WAS WELL RECEIVED BY PLAYERS.

IT'S ALL IN YOUR HEAD



astro-doom

THIS WAS A SOLO COLLEGE PROJECT WHERE THE CHALLENGE WAS TO CREATE A HYBRID OF 3 RETRO GAMES. I WORKED ON THE CODE, ART, AND DESIGN FOR THIS PROJECT.

THE GAME WAS CREATED IN UNIY AND WRITTEN IN C#.
THE ART AND ANIMATIONS WERE CREATED USING A PIXEL ART PROGRAM CALLED ASEPRITE. I FOUND THIS A FUN PROJECT TO WORK ON DESPITE IT BEING SIMPLE IN NATURE.
YOU CAN FIND IT PLAYABLE IN THE BROWSER HERE;

ASTRO-DOOM

Astro-Doom
Dead Weight

dead weight

THIS WAS ANOTHER SOLO COLLEGE PROJECT. THE AIM WAS TO CREATE A 3D SHOOTER IN ANY STYLE. I DECIDED TO GO WITH AN ISOMETRIC LOW POLY LOOK.THIS PROJECT WAS ALSO CREATED IN UNITY USING C# AND A LOT OF CUSTOM SCRIPTS. THE MODELS WERE MADE IN BLENDER AND EXPORTED INTO THE GAME ENGINE, AFTER WHICH I CONNECTED THEIR ANIMATIONS TO ALLOW THEM TO MOVE SEAMLESSLY THROUGHOUT THE GAME WORLD.MORE DETAILS ABOUT THE PROJECT CAN BE FOUND HERE;

DEAD WEIGHT

gorillaz 5/4

A SMALL GROUP OF FANS FOR THE HIT VIRTUAL BAND "GORILLAZ" GOT TOGETHER TO CREATE AN ANIMATED MUSIC VIDEO FOR ONE OF THE BAND'S EARLY SONGS, TITLED "5/4"I WAS BROUGHT ONTO THIS PROJECT AS A LEAD ANIMATOR TO ASSIST THE PROJECT DIRECTOR, AND WORK CLOSELY WITH THE LEAD VISUAL ARTIST TO ESTABLISH AND MAINTAIN A CONSISTENT LOOK FOR THE ANIMATED MUSIC VIDEO.IT WAS IMPORTANT TO REPLICATE THE ORIGINAL GORILLAZ ART STYLE AS ACCURATELY AS POSSIBLE. I WORKED ON NUMEROUS SHOTS IN THIS VIDEO, FROM ROUGH KEY FRAMES TO CLEAN-UPS OF FINISHED SEQUENCES.YOU CAN FIND MORE DETAILS AT THE THROUGH THE LINKS PROVIDED.

the dressmaker

THIS WAS A COLLEGE GROUP ANIMATION PROJECT WHERE WE WERE TASKED TO CREATE A 3D ANIMATION FOR AN IRISH HERITAGE FOUNDATION BASED OFF A SCRIPT PROVIDED BY THE GROUP.MY ROLE IN THIS PROJECT WAS MAINLY 3D ANIMATION AND MODELLING. HOWEVER, I ALSO HELPED IN THE DEVELOPMENT OF THE VISUAL STYLE, AS WELL AS CREATING THE STORYBOARDS AND PREVIS FOR THE SHORT.THIS PROJECT WAS A BIG STEP UP FROM PREVIOUS ASSIGNMENTS, HOWEVER I TACKLED IT WITH GREAT ENTHUSIASM.

bojack horseman interview

A FAN ANIMATION I MADE TO IMITATE THE ART AND ANIMATION STYLE OF BOJACK HORSEMAN.BOJACK ANSWERS A QUESTION ABOUT HIS VOICE ACTOR, WILL ARNETT, BUT DOESN'T KNOW MUCH ABOUT HIM.THIS ANIMATION WAS CREATED IN ADOBE ANIMATE USING A COMBINATION OF NESTED SYMBOLS AND HAND DRAWN ANIMATION.


I FOUND WORKING ON THIS GAME AN INCREDIBLY ENJOYABLE EXPERIENCE, AND ALL OF THE PEOPLE ON THE TEAM ONLY MADE MY TIME AT SPOOKY DOORWAY EVEN MORE MEMORABLE.

LINK TO STEAM PAGE

the séance of blake manor

THE SÉANCE OF BLAKE MANOR IS AN INDIE DETECTIVE-HORROR GAME DEVELOPED BY SPOOKY DOORWAY AND PUBLISHED BY RAW FURY. IT WAS RELEASED IN 2025 AND RECEIVED OVERWHELMINGLY POSITIVE REVIEWS ON STEAM AND IN THE MEDIA.I WAS BROUGHT ON TO THIS PROJECT AS A JUNIOR 3D ARTIST TO ASSIST WITH CREATING ASSETS TO FILL OUT THE GAME WORLD WITH PERSONAL CHARACTER DETAILS AND CLUES. IT WAS MY RESPONSIBILITY TO DESIGN AND MODEL EACH PROP, AS WELL AS CREATE AND EXPORT THEIR TEXTURES, BEFORE SETTING THEM UP AS PREFABS IN UNITY.MY DAILY TASKS INCLUDED A MEETING WITH THE LEAD ARTIST TO DISCUSS WHAT PROPS NEEDED MODELLING, AS WELL AS LISTENING TO ANY FEEDBACK ON THE MODELS I WAS CURRENTLY WORKING ON. FROM THERE I WOULD IMPLEMENT THE CHANGES AND ITERATE THE MODEL AND TEXTURE UNTIL THE ART LEAD WAS SATISFIED.


GEMINI

IT'S ALL IN YOUR HEAD (DEMO)

THIS PROJECT BEGAN AS AN IDEA BETWEEN MYSELF AND TWO OF MY FRIENDS WHO SHARED THE GOAL OF CREATING A DARK BUT ENJOYABLE PLATFORMING GAME. AS WE DEVELOPED THE STORY AND REFINED THE CONCEPT OF THE GAME, IT BECAME CLEAR THAT THIS WOULD BE THE LARGEST PROJECT ANY OF US HAD WORKED ON. THEREFORE, TO MAKE IT MORE MANAGEABLE, WE DECIDED TO CREATE A DEMO FIRST IN ORDER TO FIGURE OUT THE BEST APPROACH TO THE FULL GAME, AND GAUGE PUBLIC INTEREST.I MAINLY FOCUSED ON THE ART AND DESIGN OF THE DEMO, WHILE ALSO OCCASIONALLY ASSISTING WITH THE CODE.WE BEGAN WITH VERY BASIC SCRIPTS AND ART TO GET THE CHARACTER MOVING, ATTACKING, AND ALL THE OTHER CORE GAMEPLAY FEATURES.