In Lil' Guardsman, players step into the shoes of Lil, a 12-year-old girl tasked with taking over her father's role as a guardsman. They must choose whether to allow, refuse, or (eventually) arrest different characters, with these decisions influencing the progression of the story.


It was so fun to bring my artistic vision to this delightfully odd and richly detailed world created by the mighty Hilltop Studios' team




Scott Christian and Artiom Komarov, the masterminds behind the game, envisioned a vibrant universe. 

Artiom Komarov's initial concepts, blending medieval charm with 80s retro technology, set the tone perfectly! 

Their deep trust in me to translate these concepts into my own artistic style was an incredibly sweet journey. 

As the game's Art Director, I crafted over 100 characters, a list of fun and crazy items, the game's UI, the visuals for the initial locations, sketches for the locations of the fantastic world of Sprawl, 

cutscenes, and animations. 




The game's UI is crafted to be intuitive and minimalist

Its main interface features a modern design, contrasting with other retro technology interface screens present in the game. 

This visuals on the result screens enhances immersion during gameplay, allowing players to feel as if they are grappling with peculiar gadgets and tools during their turn as a guardsman. 



Each character was crafted with meticulous care and attention to detail to ensure they were unique and full of personality, even among the over a hundred created for this game. 

The designs of Lil and her father Hamish served as guiding lights for shaping the entire universe.

Lil, as the central character, was intended to radiate expressiveness, offering a diverse range of reactions in her interactions with visitors to the kingdom.

The character descriptions I received in meetings with the Writing Team were so funny that they never failed to make me laugh!

It was a challenge to match the wit and humor of the writing with character designs worthy of such exceptional storytelling.





The game's Locations play a crucial role in portraying Sprawl's world with all its unique nuances, offering places of interest that evoke a spectrum of sensations, from cozy nooks to others steeped in mystery or humor. 

Renowned artist and master of Backgrounds, Bruno Ishihira, brought forth the stunning final renditions of the game's Locations.






Beware guardsman!

Within this game, an array of items awaits, spanning from mundane trinkets to magic relics, contraband, a few unsavory surprises, and even the most improbable personal belongings that visitors to the realm might possess.






Cutscenes have long served as a gateway to a fresh visual narrative within the game. 

Drawing inspiration from medieval engravings and tapestries, I embraced static poses and a reduced color palette.  It was an excellent opportunity to portray the main characters in a wholly distinctive style.

I thought it would be fun to explore an ancient lineage of Guardsman, with our young heroine breaking tradition and introducing new changes, leading to significant consequences.