Camille Cee
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camillecee.bsky.social
Camille Cee
@camillecee.bsky.social
She/her, freelance tradigital 2D animator.

https://camillecee.weebly.com/

Worked/s with Wayforward, Future Club, D-Cell, Humble Reeds, Seed by Seed among others

Currently on:
-Unbeatable (D-Cell)
-Hold the Mine (Hookaria Games)
-Mighty Magical Sparrows
As a bonus, here's an uninterrupted gif of the most important part of that clip that I should be able to share without getting blasted off to smithereens, since it's part of the demo. Use it responsibly.
June 9, 2025 at 2:37 PM
Have YOU played the unbeatable demo out now on steam (and also ps5 i guess)
April 18, 2025 at 9:23 PM
Now that the demo dropped I can proudly share my objective best contribution to the project
April 17, 2025 at 10:07 PM
April 17, 2025 at 7:44 PM
That's it for now - what will next week bring? To be honest we're not quite 100% sure ourselves though we have o p t i o n s, so look forward to it! Toodles!
March 9, 2025 at 10:30 AM
Animating parts of the UI to showcase information through narrative and character was one of the parts that I think worked best in Honey, and I'm glad I get to re-explore those ideas in more detail here. Look forward to the new and improved energy bar!
March 9, 2025 at 10:30 AM
For the bubble selection that means showcasing how Red interfaces with the outside and how she relates to both her inner world and social surroundings, both sides being the key elements that are altered during bubble selection. Add a little animation to highlight which bubble is selected, and voila!
March 9, 2025 at 10:30 AM
As eagle eyed viewers might've noticed, my sensibilities tend to lean more towards illustration than graphic design, and we attempt to leverage this into a strength for MMS's visual identity. Most UI elements are illustration-coded, and attempt to convey narrative as much as they do information.
March 9, 2025 at 10:30 AM
The first "done" animation for MMS that drove the balance of level of detail/motion as a style guide to the rest was Alys' idle, a fitting role since her character is essentially the only "returning" one from Honey (though still very different, as you'll see).
January 19, 2025 at 2:40 PM
In an attempt to keep production scope feasible, I tried going for a stylized coloring look with very limited shadowing/lighting, and instead add volume through simple color gradients. For comparison, an OG design from Honey (with shadowed two-tone lighting) and her equivalent initial concept here.
January 19, 2025 at 2:36 PM
My animation process essentially goes through 3 main phases: 1.sketching, where I use simple details/shapes and try to lock in the main intended motion, 2.tie-in/cleaning, where I refine the details into definitive lineart and add secondary motion, then 3.coloring/lighting.
January 19, 2025 at 2:31 PM
Honey is the project I learned animating on, and even though my technique and process has grown since thanks to a number of different experiences and partners/teachers, the fundamentals have mostly stayed the same: it's all about drawing each new frame as individually as possible.
January 19, 2025 at 2:22 PM
It's Mighty Magical Sunday and it's time to look a little more into what the game *is*! I've mentioned previously it started as a reimagining of my first released steam game, Honey Rose: UFE, and when figuring out what to keep from there, the first thing is "the graphix". Let's talk animation!
January 19, 2025 at 2:20 PM
While I initiated MMS and it is rooted in my anxiety*, my initial plan was transformed and sublimed by the people and poets I presented over the past few weeks. I hope you'll grow to love our work as much as we grew to believe in it 💜

Next week: juice and bounce?!

*supposed
January 12, 2025 at 7:25 PM
I'm a curator for the Spawn Festival (stay tuned, it's coming again this April 👀), and a huge fan of *too many games*, the latest of which is In Stars And Time - a project that profoundly affected me and whose influence you'll sense in MMS. It has sincere, humane moments of bonding.
January 12, 2025 at 7:23 PM
(emojis and content are the work of their respective authors and not my responsibility)
January 12, 2025 at 7:20 PM
I'm a tradigital animator: I use digital tools with traditional hand-drawn techniques. I'm currently working on Unbeatable, a rhythm game set in a world where music is forbidden... And as you'll notice, I often animate with some musical 💓bounce💓, although complimenting my own work is hell 💓💓💓
January 12, 2025 at 7:19 PM
Just in time for our regularly scheduled Mighty Magical Sundays, day 6: Hello, My Name Is Camille✨

(given that I'm super uncomfortable with the idea of introducing myself, this was written by Valérian and Sybil)
January 12, 2025 at 7:14 PM
Simon co-founded the French collective "Sous les néons" which explores video games and interactive meaning - something we are also building in MMS with a healthy dose of metafiction. He actively organises indie alt events in Lyon, and his engagement in indie projects reflects my own convictions ❤️
January 5, 2025 at 11:17 AM
Mighty Magical Sundays 5✨: Introducing our head honcho producer, Simon @blackcorn.bsky.social !
He's the business face of the project when it comes to interacting with the world, as he does the tragically unsung work of gathering money (which requires an amount of energy few can deliver).
January 5, 2025 at 11:15 AM
Barry's work is unparalleled and personable with a moody vibe that I can't get enough of. He's been busy with his own partnership developing Birdcage and other works yet his contributions to our current prototypes (music and otherwise) have been absolutely killer, and I can't wait for more 😊
December 29, 2024 at 9:50 AM
To my surprise*, he agreed, and we've worked together since

*Sybil's edition note: Camille, your work is super cool and you're a lovely person. People want to build things with you because the process is fun, amazing and/or straight-up weird and soft. And sometimes, you know, the result is as well.
December 29, 2024 at 9:50 AM
Mighty Magical Sundays Ep 4 and it's a big one: feat. Barry Topping, our citypop master!
I've been a fan of his music ever since that literal Paradise Killer title drop and commissioned a track on Moods 2 (that I talked about last week!), galvanized by how Ben and I had started working together.
December 29, 2024 at 9:44 AM
Our aesthetics combine wonderfully and I wouldn't want anyone else handling MMS's backdrops: his work elevates the game to a level I could only dream of. I'm happy to have my characters move on those gorgeous environments and hope to work on many more Moods😊

In the next episode: Music to your ears!
December 22, 2024 at 9:53 AM
I offered to develop a series of small projects together to get to know each other and see how well we clicked. It turns out we did, very much so! The series was rather short-lived because our lives kept happening, but the Moods are still dear to my heart (and on itch.io: pehesse.itch.io !)
December 22, 2024 at 9:50 AM