Manfred-Lamont "Whawha" Nkoh Tabe


Texas-Based Pixel Artist, Animator, and Aspiring Game Designer!


About Me!


Howdy!I'm a pixel artist and aspiring game designer with over 4 years of experience designing both game and modding projects!I specialize in using Aseprite to create my work, but I'm not afraid to venture into other mediums to finish the job!I am a team player and always open to collaborations!


Software


Aseprite
After Effects
Premiere Pro
SLADE
GMEdit
Audacity
PicoCAD
Autodesk Maya
Javascript


Education

USC - Game Development and Interactive Design Class of 2030 Student

CMU - 2024 National HS Game Academy Attende Alumini

3D Modeling

3D model works done in Autodesk Maya or PicoCAD

Academic

Models made at an academic institution

Individual Works

Models made as individual pieces

Illustrations

Illustrations done in the pixel art medium using the tool, Aseprite.

Personal Projects

Illustrations made for personal or documented projects

Individual Works

Illustrations made as individual pieces

Game Art

Illustrations and Art done for Released and Unreleased Games

Finished Art

Finished Designs used in completed projects

Concept Art

Concept designs created for finished or scrapped projects.

Projects

Past projects I've worked on!

Games


2D Rouglike Platformer for the 18th Pirate Software Game Jam

Concept Designer, pixel art, playtester

Orignal Game Round Final Project for NHSGA

2D pixel artist, sprite artist, animator

Lighting Round Project for NHSGA

Pixel artist, animator, UI designer

Board Game Project for NHSGA

Game Designer, videographer

Mods


Custom Racer Pack for Dr. Robotnik's Ring Racers

Lead pixel-artist, programmer, graphic illustrator

Resource Texture pack for Power Bomberman

Texture artist

Rivals of Aether Workshop stage

Level designer, background and layout artist

Unfinished Rivals of Aether Workshop Fighter

Moveset designer, programmer, pixel artist, animator

Hugh Neutron

Time Frame: 2023 - 2024

Unfinished Rivals of Aether Workshop Practice Project

Role: Moveset designer, programmer, pixel artist, animator

Hugh Neutron Moveset Demonstration

Moveset Demonstration

Time Span: 2 months

Tools Used: Aseprite, GMEdit


This project was an attempt to recreate Hugh Neutron's moveset from Nickelodeon All-Star Brawl as a practice project to study GMEdit and Rival of Aether's inner engine using a provided template.I designed, animated, and coded each functional move in his animations, and programmed additional perks such as a multi-jab move and a move that changes sprites depending on which side the fighter is facing.Unfortunately, due to a hard drive corruption on my computer, I lost the character's up-to-date files. I still have an older version of the character saved on Google Drive, albeit missing a few moves.

Guardian Sphere

Finished: 2024

Board game project for the National High School Game Academy

Team Size: 4

Role: Game designer and Video Editor

Guardian Sphere Demonstration

Game Demonstration

Time Span: 1 week

Tools Used: Graph paper, Wooden board game pieces, Printer


Guardian Sphere is a competitive/cooperative strategy board game adaptation of the itch.io game "Guardian Sphere," created for the National High School Game Academy as part of a mock-up board game project.In this game, two opposing players guide either the heroes or the aliens in an effort to defeat each other through draining their squares using different types of cards.I was responsible, with my group, for designing the main mechanics, including the board layout, card abilities, and certain piece functions.I also served as the videographer, recording footage for our mock-up and demonstration pitch for the faculty review.

Terrarian cards, attack cards, and Sphere Capacity cards as shown above


Behind the Scenes

As a part of adapting the game to a board game format, our team tasked ourselves with replicating specific mechanics from the original game. One we decided on was the random level generation.

Footage of the game “Guardian Sphere,” which served as the board game adaptation’s primary source

We tinkered with the idea of using the hills and medians randomly generated throughout the game as placeable obstructions to replicate the feeling of different layouts per playthrough. It would eventually evolve into meteorite pieces and other obstructions, as seen in the final pitch.With this idea, we were able to replicate a stable mechanic while keeping the gameplay fresh.

Photos of the meteorite obstructions, as well as a few different obstructions and player pieces, are shown

Scrapyard Redux

Released: 2024

Rivals of Aether Workshop stage

Role: Level Designer, background and layout artist

Mecha Psycho Bear II Demonstration

Mod Demonstration

Time Span: 2 weeks

Tools Used: Asesprite, GMEdit


Scrapyard Redux is a Rivals of Aether workshop stage based on the Scrapyard levels in Nuclear Throne.The stage features a giant layout with pipes and a car sticking out, a platform on the right with a paper sign swinging, and a mechanized machine known as the "Big Dog" sleeping on the left. The stage is also animated with clouds moving left in a parallax effect and raindrops falling from the sky.


Behind the Scenes

This mod was a remake of the original Scrapyard stage I created in 2023. I decided to remake to practice layout design and study visual player feedback.

Animated Gif of the original 2023 stage

One problem I wanted to fix in the Redux iteration was the visibility of the foreground layers. While it created a nice depth at first, it unintentionally blocked players’ views when they were offscreen, making it difficult for them to see where they were.

Where's the fighter you may ask? Right behind that rock

Despite this, I enjoyed the parallax visuals, and instead of removing the foreground layer entirely, I moved it to the bottom in the redux iteration. Keeping the parallax effect and adding depth to the bottom screen while removing any visual clutter.

Current iteration of the foreground in the redux version

Pizza Bomberman

Released: 2024

An independent Texture mod for Power Bomberman based on the game "Pizza Tower"

Role: Asset and texture creator

Time Span: 3 Years

Tools Used: Aseprite, UndertaleModTool, YYTextureViewer


Pizza Bomberman was a personal texture project in which I retextured the in-game assets (UI, Background elements, and significant assets) based on the game “Pizza Tower.”


Behind the Scenes

I originally began this mod in 2021 as a simple skin pack for Power Bomberman on a friend's private Discord server, where I added custom skins created by the community using the YYTextureViewer.Eventually, to spice up the game nights, I decided to start experimenting with replacing textures with references to the game "Pizza Tower," and many inside jokes. This would be achieved by editing the data files with the "UndertaleModTool," a modding tool for editing games and programs built with the GameMaker engine.

Early screenshots from 2023

When I began moving the pack into its own standalone mod, tons of server-exclusive content had to be removed in the process.

Randy Dash's DashBound

Released: 2025

2D Rougelike Platformer created for the 18th Pirate Software Game jam

Team Size: 2 (Myself and Syffin)

Role: Concept artist, 2D Pixel-art animator, UI artist, and Playtester

Time Span: 2 Weeks

Tools Used: Aseprite, Unity


Randy Dash's Dashbound is a 2D platformer rougelike created for the 18th PirateSoftware game jam. Playing as Randy Dash, you dash through lanky sasquatches and killer hummingbirds while in randomly generated mountainscapes, while gaining power-ups. All in a retroistic NES era art-style inspired by UFO 50 and Ice Climbers!I was responsible for conceptualizing and designing the main character "Randy Dash," enemies, UI, level elements, and the main title screen!

Concept Art of Randy Dash and the Sasquatch enemy's comparison between the draft design (Left) to the final design (Right)


Behind the Scenes

During production, we faced massive time constraints during development. This led to a few characters and stages being scrapped.One of which was a planned "spiked" caterpillar enemy that would crawl on walls and ceilings as a makeshift movable spike. Another was a planned dessert stage with pyramids and ancient ruins to traverse through.

The scrapped Caterpillar enemy, its mock-up behavior, and the scrapped desert stage

UFO Racing

Released: 2025

Skinpack for the game Dr. Robotnik’s Ring Racers based on "UFO 50".

Team Size: 2 (Myself and Wevegotjamie)

Role: Sprite Artist, Promotional illustrator, and Marketer

Time Span: 5 Months

Tools Used: Aseprite, SLADE, Sketchfab, UndertaleModTool


UFO Racing was a Racer and Follower Pack collaboration between me and wevegotjamie skinpack for Dr.Robotnik's Ring Racers featuring over 22 custom racers, 17 followers, and 11 skin pallets (Sprays) and tons of references based on the game, "UFO 50"!

I designed a good chunk of the cast, including Isabell, Alpha, Brazz, Woogy, and many others listed below.

First Row: Isabell, Woogy, Jangi, Mini, AlphaSecond Row: Marelius, Party Alien, Magic Girl, Brazz, ImplingThird Row: Queen Zu, Waldorf, Maria, Zola, MaxFourth Row: Octavio, Donkus, Barabuta Knight, WarptankFifth Row: Seaside Driver

When we began preparing for release, I took responsibility for designing graphics for the message board page.

Racers, Pilot (Left) and Isabell (Right) as seen on the release page


Behind the Scenes

When designing each racer, I wanted to ensure each character remained faithful to their original counterparts in UFO 50.As such, for racers who used different types of vehicles, such as the delivery driver, Woogy, and the ladies' man-esque driver, Seaside Driver, I used 3D models from Sketchfab as references for each angle.

From reference (Right) to final (Left)
Woogy (Top)
Seaside Driver (Bottom)

In addition to this, certain racers, such as Brazz, I wanted to give them animated look-back poses to stand them out from the crowd. As such, I decided to learn a bit of Lua to create this. I would later apply this knowledge when creating the custom spray paints!

Original animation (Left) and implementation (Right)

I would later apply this knowledge when creating the custom spray paints!

Spray Paints: Miniautre, Gravity Flip, Rock On!, and Grim Shooter as shown

Mecha Psycho Bear II

Finished: 2024

Lighting round project for the National High School Game Academy

Mecha Psycho Bear II Demonstration

Game Demonstration

Team Size: 5

Role: Sprite Artist and UI Designer

Time Span: 1 Week

Tools Used: Aseprite, Unity


Mecha Psycho Bear II is a futuristic 2D Platformer Beat-em up based on the Arcade title, "Rampage."Set in the future, you play as a giant mechanized bear known only as the "Mecha Psycho Bear," with the sole mission of destroying every building that stands in its way while avoiding arm-cannon soldiers and drones.

I took on my responsibilities as the 2D Sprite artist and UI designer, creating sprites for the Mecha Psycho Bear, the UI, and enemies.

Sprite animations of the battery healthbar and Mecha Psycho Bear's idle, walking, and punching animations

I also worked with our 3D modeler to help implement textures such as windows onto the buildings.

2D textures of the windows as seen on the 3D building


Behind the Scenes

As a game inspired by Rampage, I worked closely with our team to develop a design for Mecha Psycho Bear that captured the impact of the original Rampage sprites.One of his designs featured claws that were kept for a while before being changed to traditional hands during a playtesting session with our friends, due to a lack of visual impact.

The process of creating the Mecha Psycho Bear with a sprite of the character “George” from Rampage(Left) used as a reference

Dress up Dungeon

Finished: 2024

Original Game Round Project at the National High School Game Academy

Team Size: 5

Role: 2D Pixel Artist and Animator

Time Span: 2 Week

Tools Used: Aseprite, Unity


Dress Up Dungeon is a top-down 2D action game created for the original game round final project at the National High School Game Academy.In this game, you play as the princess, Faye, as traverses through castles, dungeons, and even hell itself to defeat the dragon. Gaining different outfits from enemies that will buff your stats depending on the item chosen!

In my role as the 2D pixel artist, I was responsible for conceptualizing and creating each 2D sprite asset in the game—from the main character "Faye" to the enemies and the tileset layout.

Sprite animations of Faye, the chandelier enemy, and a rough implementation of the castle tileset