Phantom Spark is a precision time trial racing game.
Travelling is observing and changing the world around you.
An interactive pilgrimage, as you wander through a digital fantasy landscape you’ll discover the music and lyrics of La Dispute's Panorama.
In collaboration with BFlecha a game world, characters and animation were created for her music video Vacío / Zaï
Character designs of travelling and shapeshifting vagabonds.
Meander along water scapes.
Contribution to The Zium Garden, a Museum Exploration Game filled with artwork and installations from artists around the world. The piece is a digital translation from The Marble Garden of Herbert Bayer. One enters the Zen garden as moss and can move around and explore the changing composition of sculptures, light and casted mossy shadows in a calm atmosphere with music by Gabriel Koening.
Character designs used for avatars on a web vr platform.
A small relaxing game, where you float and swirl through the forest air as an autumn leaf.
MOONCHARMER is an interactive, visual moment, inspired by the work of Yiannis Moralis. MOONCHARMER is also collection of songs and writings by collaborator Michael Berto.
A slow paced travelling game about piloting aerocabs around through this throwback vertical parisienne cityscape, inspired by the work of Albert Robida & François Schuiten.
Custom arcade project
I’m Joost Eggermont, an independent game artist / art-director, who loves creating otherworldly environments, architecture, characters, machines, objects.
After studying Industrial Design Engineering at TU Delft, i first started as a designer at Maurer United, an architectural design office. After several years working on spatial designs, exhibitions and interactive installations, i started working as a visual designer/game artist at IJsfontein. Here I contributed to the visual development of games, apps and interactive installations.
Nowadays i’m working as a freelancer based in Rotterdam, The Netherlands. With my designs i strive for simplicity and finding a proper balance between content and form. My designs often play with geometry and color as an exploration of how you can create compelling visuals with a restricted visual toolkit.