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Joshua Hinkle

Project Lead / Artist

Certification AbleGamers Certified

About Me

I've been passionate about both art and games for as long as I can remember—especially the intersection of how they can come together to further an artist's vision.

Growing up, my early experiences with carpentry sparked a deep appreciation for how individual details contribute to a cohesive whole. Something I now carry into all of my art as a Game Developer.

By high school, I was fully committed to pursuing a career in the industry. Since then, I have contributed to several collaborative projects through the Game Developers Club and MonRiverGames, creating visual assets and taking creative direction. Currently, I serve as the project lead and artist for Chumps Chained, a title in development with MonRiverGames.

Creative animation

Chumps Chained

A complete timeline of my personal devleopment and growth while making Chumps Chained

June 2024

Intial Idea

  • We started with only 2 Co-Leads, Cadence and I.
  • An initial small scope to figure out specific mechanics.
  • Emphasized wanting a cartoon art style that makes you feel like you’re playing a cartoon. This is my first draft of The Wizard, the main antagonist.
June 2024
July 2024

Our First Prototypes

July 2024
  • We had a prototype for the game, where the players were initially locked at the wrist.
  • I worked on concept art that emphasizes high contrast between each other and the environment.
  • We knew we wanted limited but present friction between the players to make the cooperation a consistent but varied mechanic.
August 2024

Sketching out Ideas

  • Right before I started my junior year, we pitched the game to MonRiverGames. A professor owned a non-profit for capstone projects.
  • We enlisted a summer student programmer to help us with programming before the semester started.
  • I looked ahead to all the ways the chain could affect various parts of the game, such as UI.
August 2024
September 2024

Leadership Begins

September 2024
  • Although I wasn’t officially enrolled in the course for my Junior year, I co-led 5 Computer Science students and 6 Game Design students. Where they worked on the game for class credit.
  • Computer Science and Game Design students met at the same time in different classes, making my role as a lead important to keep those groups working together.
  • With the early vision of the project, all the new students envisioned different versions of the final product. I worked rigorously to make sure the vision stayed consistent while adapting to evolving ideas.
October 2024

Make or Break

  • This month highlighted the effectiveness of the co-lead structure. I had health problems that made me unable to work for over half of the month. With progress and growth staying steady and vision consistent.
  • Communication errors due to different classrooms were an issue, but I minimized them by leading by example and being directly involved in as much art and programming as possible.
  • This, in tandem with an art iteration philosophy, helped make the game much more visually coherent. Even if we made art to look partially professional, we did it quickly. To see what visual language, like contrasts or silhouettes, needs improvement.
October 2024
November 2024

Colors are Crazy

November 2024
  • The art iteration approach made us reconsider the color scheme of a lot of objects, which made the game more readable.
  • This gave us more time to work on chain physics before implementing new art or objects that could interfere with its buggy nature.
  • I reorganized the GitHub during this time.
December 2024

A Clearer Vision

  • I started to prepare to offboard the Game Design students, with the Computer Science students staying for the next semester.
  • We started to playtest this month due to having multiple versions of the game that felt wildly different, to see what worked and what didn’t.
  • We decided to remove the loose arm mechanic, which caused unnecessary issues and was not important to the overall vision of the game.
December 2024
January 2025

Clarity of Action

January 2025
  • With the 2nd semester started, we retained our Computer Science group, but 3 new Game Design students replaced the original 6.
  • With this new semester, I felt I had grown a lot as a leader, and the project had a much clearer vision.
  • We prepared to pitch to MonRiver to see if our game is what would be brought to GDC 2025 on a school trip, and our pitch got accepted.
February 2025

Rush to GDC

  • Our chain mechanic was finally fully functional without it breaking.
  • I also helped finalize the character animations, making the gameplay feel much smoother and responsive in tandem with the working chain.
  • During this time, close to GDC, I had to step up because the other co-lead, Cadence was having health issues during this time and I had to lead the game before GDC.
February 2025
March 2025

Steam Launch & GDC

March 2025
  • Our new chain physics allowed us to make unique simulated UI elements for the game.
  • The initial Steam page launch was made during this time in preparation for GDC.
  • Leading onto mere hours before GDC, I spent as much time as possible coordinating everything to optimize the game and remove as many bugs as possible.
April 2025

Going Forward

  • From GDC, I gleaned an enormous amount of feedback that helped give me clarity on how to lead the project further and exactly where to lead the game.
  • From here, I made simple visual improvements for readability and accessibility reasons.
  • I also focused on how the players react to the game’s mechanics and how to teach the mechanics in a fun but not frustrating manner.
April 2025
May 2025

Opening Comic

May 2025
  • Started work on an animated opening comic for the game, which establishes the story and plot while establishing the vibe.
  • As we had to bid farewell to the Game Design and the Computer Science students, we utilized as much as we could to create proper documentation for new people onboarding the project come the Fall Semester.
June 2025

Growth as a Leader

  • Development did slow, but less than expected. We retained 2 Computer Science students and 2 Game Design students who volunteered their time over the summer to help us with the project.
  • This gave Cadence and I a sense of pride in being able to hold enough respect that others would volunteer time to help us with our vision, but that they also loved our vision enough to continue helping even when it wasn’t expected of them.
June 2025
July 2025

Small Details

July 2025
  • I redesigned all of our existing levels to have a better flow for the players as they learned mechanics gradually.
  • I also hosted several local playtests to see how these new versions of levels taught players and would iterate from there.
August 2025

Launching Back into Action

  • With the new semester, we merged our old and new teams together, giving us a team of 13(not including us) to lead.
  • This time around, we had virtually no issues with communicating the vision of Chumps to our team. This is thanks to our growth as leaders, but also our thoroughness and consistency in documentation.
  • This gave us a much faster development cycle that allowed us to experiment more with mechanics and design.
August 2025
September 2025

Boss Fight

September 2025
  • Given our consistent pace, it felt appropriate to look further ahead into the development. So we started to plan out our first boss fight and chronicle more of how the first world of the game will unfold.
  • This also gave me much more time to work directly on the art of the project, on top of organization and programming.
October 2025

Preparing for 2nd GDC

  • I applied to the IGA conference, a sub-section of GDC that could get a lot of visibility if we are a finalist in any of the categories. We specifically targeted the student award.
  • I also started making more promotional art for the game and started to work on planning out our social media, planning to take advantage of this potential publicity.
October 2025
November 2025

Revisiting Clarity

November 2025
  • In the past year, since we really focused on the readability of the game, the game looked completely different. So I took the whole month to focus solely on color clarity and readability, ensuring the game is accessible to as many people as possible.
  • This came at the same time as I was focusing on finishing up more of the promotional material as well.

Art Process

How I go from ideation to creation

Step 1

Ideation and Experimentation

When I start any piece of art, I start with a few references and make a very basic outline in order to feel the general layout and vibe, but very open to changes. This is to experiment with ideas of what works and to get a basic idea of what core colors the asset is going to have.

Inspiration phase
Step 2

Compare and Contrast

Creation phase

From here, if the asset is part of an existing project, I always import other assets and compare everything from line work to perspective in order to redo the asset. The goal of this is to take what already works from the first step and use that to make an improved outline and color scheme that fits the project as a whole.

Step 3

Revize and Finalize

Finally, I start to shade and make a finalized version. If the asset is an animation, I do like to make a completed version through to step 3 for one of the frames before I go on to step 2 and 3 for the rest of the frames. This is to help guide me with how the rest of the frames are going to look and minimize the number of times I’ll have to redo work.

Final touches

Get In Touch

Feel free to reach out, thank you for browsing!