Miranda Blackgoat
2D/3D Artist
Welcome to my website, feel free to take a peek!
ᕕ( ᐛ )ᕗ
You found me!
My name is Miranda Blackgoat, a Southern California artist, and I am seeking opportunities in the Game Development Industry.I gradutated from the Laguna College of Art and Design with a BFA in Game Art. I specialize in Character Art of both the 2D and 3D varieties. I consider myself very versatile in regard to style, ranging from semi-realistic to stylized.I am currently in the process of multiclassing into a UI/UX Design and Implementation, as I am pursuing a certification in Computer Graphics. It's going very well! I found myself to very much enjoy the art of graphic design.I also have a strong generalist skillset, allowing me to fulfill a variety of tasks as needed. I possess a sound knowledge of 3D prop modeling, texturing, motion graphics, illustration, and concept art.At present, I am a member of Idea Factory International's localizaiton team. I've worked on eight IFI titles as a Quality Assurance Game Tester and Proofreader.In my off-time, I've taken a liking to doing game jams with my friends. It's great practice to exercise a great variety of skills, and a fun challenge to create something from start to finish with such a tight deadline.And on a separate note, I love birdwatching and making pearl necklaces. I'm a very craft-oriented person, and am always looking to acquire new skills to add to my repertoire.
Feel free to reach out!
3D Character Art
Rabbitfolk Hunter—3D Character Model
His name is Hopper. :^)
He's a jackalope-inspired hunter. While a lot of rabbit characters are typically on the cutesy-er side, I wanted Hopper take influence from hares. This resulted in a more lanky and combative appearance.
With this project, I wanted to try my hand at an anthropomorphic character and doing more hand-painted textures. I learned a lot during both the design process and while modeling/texturing. I really like how he turned out! It was a fun experience.
I made him using 3DS Max, Adobe Substance 3D Painter, and Adobe Photoshop.
Illustration and Sketchbook
Game Jams
Developement Team
Miranda Blackgoat—3D Art/2D Art
Christian Aguilar-Garcia—Narrative Design
Hikari Oishi—Programming
Heather Wright—Programming/2D/UI Art
Cesar Polanco—Programming
Katlynn Woodward—3D Art
Eli Zhu—3D Art
Miles Caracker—Audio Design
Brackey's Game Jam 2026 is the most recent game jam I've participated in, and with the largest team yet. The theme for this jam was Trust No One.
The team was a little perplexed by this theme. After some deliberation, we decided on a Detective Noir style game about a player character who believes their roommate is eating their food and is determined to prove it.
With the Detective Noir aesthetic in mind, I painted this title screen for the project in Adobe Photoshop.
I made a few 3D models to help populate the apartment setting, along with the spy gadget pigeon camera.
The pigeon camera was my personal favorite of this project, and I wanted her to have her own section. :^)
These are edits of game stills I made to serve as gadget-acquired evidence. My teammate and friend Hikari provided me with the stills, and I took them into Photoshop where I made them look like low quality video footage or as if viewed through nightvision lenses. I was also tasked with adding figures into the scenes, as if a potential subject were being captured on film.
Developement Team
Miranda Blackgoat—3D Modeling/Motion Graphics
Christian Aguilar-Garcia—Audio Design
Hikari Oishi—Programming
Cesar Polanco—Programming
Katlynn Woodward—3D Modeling
For this game jam, I don't recall there being an actual theme beyond being spooky, scary, and/or horror adjacent. My team decided to go for a more meta take, wherein the player character themselves is doing a game jam. The goal is to manage your health and well-being, lest you succumb to madness. We opted for a low-poly 3D visual style for this project.
I did 3D prop modeling in 3DS Max and used Adobe After Effects to make a variety of animations for the game.
Provided with a still from the game by my friend and teammate Cesar Polanco—showing the 3D modeled desk environment created by my friend and teammate Katlynn Woodward—I used Illustrator and After Effects to create the title screen.
I made low-poly 3D models of kitchen and office items to fill out the apartment space the game takes place in.
These are computer screen overlays made in After Effects that would run when the player character would get to work game developing. I made three different variations, each corresponding to the player's current sanity level.
Normal Sanity
Low Sanity
Very Low Sanity
We had a total of five possible endings for this project, which was determined by how well the player maintained their sanity. These endings were written by my partner and teammate Christian Aguilar-Garcia. I brought them into After Effects to create all of the ending sequences, and Photoshop for a written graphic in one of the endings.
Bad End
Mid End
Good End
Perfect End
Secret End
This image is used in the Bad End for the game, where the player character fails to make any game development progress and must resort to submitting a crude drawing of what they were going for. I made the lined paper in Illustrator, and then took it into Photoshop for the drawings and the grungey appearance.
Laugardagr
Historically Accurate Game Jam 11
Won Best in Graphics, Best in Audio, and 2nd Overall
Developement Team
Miranda Blackgoat—2D Art/UI Art/Motion Graphics
Christian Aguilar-Garcia—Audio Design
Hikari Oishi—Programming
Cesar Polanco—Programming
Katlynn Woodward—Background Art
Historically Accurate Game Jam—or HAGJ—is a biannual week-long game jam that focuses on historical themes and, you guessed it, historical accuracy. The theme for this jam (HAGJ11) was Viking/Norsemen.
This was my second time participating in HAGJ, and I felt better prepared with that experience under my belt. During our research period, we learned that Vikings/Norsemen considerably more hygenic in comparison to other European groups of the time. The team thought it would be fun to make a dress-up doll type game based around this fact. We chose Laugardagr for our title, which is an Old Norse word that translates to "bath day" or "washing day."
I was in charge of the 2D assets for this project. For the last HAGJ, I largely used Adobe Illustrator for my contributions. For this one, I predominately used Photoshop, since that the gameplay was entirely stationary.
I did, however, use Illustrator and After Effects for the title screen and its animation.
I designed and animated the title screen, and the background graphic was created by my friend and teammate Hikari Oishi.
I made a talking-head style sprite of the Norse figure Mimir. Renowned for his wisdom and knowledge, Mimir praises or reprimands the player at the end of each round for their cleaning ability and the historical accuracy of their fashion choices.
I made a base doll of a semi-stylized Norseman, who serves as our avatar. He has three separate variations for the washing portion of the game. His starting model is completely covered in mud in need of clearing, followed by a transistional state between being filthy and clean. And lastly, a sprite who is freshly groomed and ready to be dressed. I kept his hair white as requested by the programmers, since they needed to be able to adjust his hair color in engine for gameplay purposes.
The washing portion of the game is followed by the dressing portion. There are three complete outfits that the player can mix and match, but when chosing a complete outfit, there is a distinct blurb that accompanies it. There is only one correct choice, which is the most historically accurate option of the three. All hair and beard options are historically accurate, according to our research.
Below, are the tool sprites and UI icons I made that are used to navigate gameplay options.
Here is a sample of the gameplay, courtesy of my friend and teammate Hikari Oishi.
Of the game jams I've participated in thus far, Laugardagr is my personal favorite and holds the top spot in my heart. <3
Developement Team
Miranda Blackgoat—2D Art/Motion Graphics
Christian Aguilar-Garcia—Audio Design
Hikari Oishi—Programming
Cesar Polanco—Programming
Enya Embers—Background Art
Historically Accurate Game Jam—or HAGJ—is a biannual week-long game jam that focuses on historical themes and, you guessed it, historical accuracy. The theme for this jam (HAGJ9) was Espionage in the 19th Century.
After some research, my team decided to focus on some of the curious spy gadgets that existed in the 19th century. We found some that were interesting and funny, and were inspired to pursue a WarioWare type game with fast-paced mini-games. The original title we were going to use was Spyware 19, to make the allusion to WarioWare more obvious, but someone made the pun "spyjinks" in the Discord and the group liked got really excited about that. And so, Spyjinks 19 was born.
I created many of the 2D art assets and Motion Graphics for this project. I used Adobe Illustrator to create vector graphics for the character sprites, UI assets, and props. I took these graphics into After Effects to animate the title screen, cutscenes, and game over screen. I also used AE to animate the character sprite for one of the mini-games, which I exported into a sprite sheet for the programmers on the team to plug into Unity.
I designed the game logo and title screen, while my friend and teammate, Enya Embers, created the background buildings graphic.
I used the building graphic to scroll behind the logo animation.
This is the intro cutscene for the game, where a strange suitcase falls from a passing buggy.
Finding the strange suitcase leads into the first mini-game: decoding a cipher, comprised of a timed three-ring puzzle.
This vector graphic was made in three parts and layered in Unity, so the interior rings could spin individually.
The mini-game unlocks the strange cuitcase and is followed by a cutscene containing a secret letter, serving as the call to action for the player.
The second mini-game requires the player character climb a telepgraph pole to the top in order to tap the wires. I made the character sprite in three parts—body, arm, and leg—so the limbs could pivot. I animated a simple climbing animation in After Effects, and created the sprite sheet to be used in Unity.
The next mini-game centers around the player character concealing a hidden spy camera in a large wig, and having to maintain balance the timer runs out.
The wig, head, torso, and arms where made separately so they could move individually.
The last mini-game required the player to elimate enemy spies diguised as party patrons. The party patrons flip around to reveal their true identity.
I made this Game Over screen should the player fail any of the mini-games.
When all mini-games are successfully completed, the ending cutscene has the player character meet with the original spy whose luggage fell from the buggy.
In the inital concept, there was an idea that the player would have a number of lives, allowing for some failure of the mini-games but still being able to progress through the story. The third sprite below was made with the intention of the player character losing the wig mini-game. If the player succeeded in all the others, they would progress be able to reach the end but have it reflected that you did indeed lose your hair. We ran out of time to implement this idea, but I still like the concept.

































































































