Cindy Simeti Game Designer & Illustrator
cindysimeti@gmail.com
(516)304-6734

I'm an artist who specializes in vector illustration, with a background in both printwork and web design. I enjoy working with a bright and vibrant color palette, which combined with a clean yet detailed design approach, helps my work stand out for the gaming environment.


I received my B.F.A. in Digital Art and Design from C.W. Post, Long Island University in 2011, and in 2013 my M.A. in Digital Game Design and Development as a double-alumni. I've assisted thesis groups in art direction and implementation from start to finish - sketches, final illustrations/graphics, UI design, and even promotional works for marketing and distribution.


I'm the lead designer and developer behind the text-adventure game Compendium, and also am working on various projects, including a visual novel and the mobile games Ghosts in the System and Alterna Comics' The Chair: Prison Escape. I'm open for collaborating with other design projects (both game and graphic related), so feel free to contact me.

Toy Box Nebula

Conjunction Aliens: Birthday Party

Conjunction Aliens: "and", "or", "but", "so"

Cake Dungeon: Free Mode

Steampunk Airship

DOMO

Deer Mantlepiece

Waffles in syrup

OC Design: Level X (Indignation)

Old Portfolio Site: Salad Friends

Evan's Amazon Adventure: Journal Screen

Evan's Amazon Adventure: Forest and interface

Dark Chocolate Reeses' Pieces

Fruit Salad series bottle design

Student BOLI Newsday Ad

Otakon 2010 Poster

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About the work

Darkflare from the toy/collectible review blog Toy Box Nebula was in need a site redesign, and came to me for new artwork. I created the wallpaper, banner, and buttons as seen on the site.

About the work

This is one of the initial backgrounds for Conjunction Aliens, a Flash madlibs game that teaches grammar to third-grade students. The game includes a variety of stories the students can play through, such as this one, a birthday party. I was art/UI lead in this thesis project, spearheaded by Lauren Perugini.

About the work

These are the main characters of Conjunction Aliens, four aliens that represent four main conjunctions primarily taught at the third-grade level. The game uses madlib stories to reinforce students with learning and using conjunctions effectively. I was art/UI lead in this thesis project, spearheaded by Lauren Perugini.

About the work

A screenshot of a thesis game I was working on, Cake Dungeon. Designed for the mobile platform, it is a cake-decorating game that also implements fast-paced puzzles in a dungeoneering environment. This screenshot is of the more relaxed decorating mode of the game, known as Free Mode.

About the work

An unfinished render of a steampunk-styled airship I was creating for a student project. I was inspired by the overly-dramatic and whimsical designs from the early Super Mario Bros. games, and wanted to create something with more detail.

About the work

Another student project, this time of a Domo plush I carry with me as a change purse. I experimented with texture mapping and creating my own textures, to simulate the plush fabric feel of the original, while still keeping a minimal polygon count.

About the work

An earlier student project of a deer mantlepiece that has been with my family for over 30 years. I enjoyed recreating it as a 3D piece, paying close attention to making it as identical to the original as possible, without using too many polygons for a gaming environment.

About the work

Although I like working with digital mediums, I'm also very comfortable using traditional mediums. Years of still life and figure drawing has helped me understand lighting, proportions, and perspective, which are critical for creating any type of artwork regardless of what it's being published for.

About the work

A quick sketch of a character design for an avatar in a fighting game. Most characters have final/ultimate attacks and forms that players can input to win a round, and in the case of this magic-type character, she can transform into a living bolt of lightning to go in for the kill.

About the work

This was my previous layout for my portfolio site, which features my fruit and vegetable characters that can be seen throughout my other work. The site features simple animations of the characters blinking and moving around the screen, and also double as navigation.

About the work

Although this project went to a different art direction in the end, this screenshot is from the first version of Evan's Amazon Adventure. I also was art/UI lead in this thesis project created by Lauren Perugini, and shown here is a journal entry of an animal the player can find in the Amazon rainforest.

About the work

Although this project went to a different art direction in the end, this screenshot is from the first version of Evan's Amazon Adventure. I also was art/UI lead in this thesis project created by Lauren Perugini, and shown here is one of the forest screens the player enters. The menu interface is docked at the bottom.

About the work

If only dark chocolate Reeses' pieces actually existed! This was a package design project from my undergraduate work, complete with nutritional information and ingredient list at the back side.

About the work

In case you were wondering where my fruit characters came from, this bottle project from my undergraduate student work is where it all started. I decided to go with a bottled fruit soda after first having a delicious strawberry sodapop my mother used to have when she was a kid in Trinidad.

About the work

Every year, C.W. Post design students enter the Student BOLI competition, which allows students all over Long Island to design a campaign for a non-for-profit. 2009 was New Ground, which focuses on homeless awareness and prevention. I designed print advertisements for my team, and this was my winning design.

About the work

This student project actually made me love using typography. Featured here is the popular east coast anime convention, Otakon. The text in the background is not an accurate list of their guest list, since the actual list wasn't available at the time. The "mascot" was also my own design to represent a generic icon to the anime scene.

How I did it

The artworks were done in Illustrator and Photoshop, optimized for viewing on desktop, mobile, and tablet environments.

How I did it

All art assets for the project were done in Illustrator. For Conjunction Aliens, we built the game in Flash and then put it up on smartboards for students to use and interact with instead of a traditional desktop.

How I did it

All art assets for the project were done in Illustrator. For Conjunction Aliens, we built the game in Flash and then put it up on smartboards for students to use and interact with instead of a traditional desktop.

How I did it

All art assets for the project were done in Illustrator. For Cake Dungeon, I built it in Lua using CoronaSDK, and used the graphics as either static or dynamic objects (either by dragging or tapping them).

How I did it

All of my 3D works are done in Maya. Since this was an early project, it's the only one shown here that doesn't have a proper texture map compared to the others.

How I did it

All of my 3D works are done in Maya. As a recent project, the textures and shading were made in Adobe Photoshop and then mapped for rendering.

How I did it

All of my 3D works are done in Maya. As a recent project, the textures and shading were edited from photos in Adobe Photoshop, and then mapped for rendering.

How I did it

Believe it or not, this was done with colored pencils. I carefully sketched it from a photo reference, and then borrowed its color and lighting with the pencils while bumping up the saturation as it was completed.

How I did it

Although I'll sketch on anything, with anything, I always carry a small sketchbook, pencil, eraser, and sharpener with me. Sketching on smaller paper sizes lets me practice on details, as well as see the overall progress of the sketch quicker and easier. It's also easier to scan and compile into concept artworks to share with teams.

How I did it

The previous layout was done in Flash, with all art done in Illustator.

How I did it

All art assets for the project were done in Illustrator, which were then imported into Flash.

How I did it

All art assets for the project were done in Illustrator, which were then imported into Flash.

How I did it

This design was all done in Illustrator.

How I did it

The labels were also done in Illustrator, and printed onto sticker labels that were placed around the glass bottles. Caps were painted white, and the fluid inside is simply water and food coloring.

How I did it

This design was done in Photoshop, sized to fit Newsday's layout size. Unfortunately they provided us the logo, although we desired to update it as well.

How I did it

This design was also done in Illustrator. It was originally printed to fit tabloid sized paper, however it also looks stunning when much larger.