Steven Sugar
@stevensugar.art
3.5K followers 190 following 27 posts
Art Directing at Pillow Castle! Previously: Concepts at Possibility Space 🎮✨ BGs at DisneyTVA 🦉🏠 and Cartoon Network ⭐💎 For work inquiries, email me at [email protected]!
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stevensugar.art
Hi, I’m here now too! I’m Steven, I make illustrations and backgrounds for cartoons and art for games!
stevensugar.art
Ahh that means a lot, your work has such a great energy to it! Really enjoy seeing your problem solving in the time lapses! 🙏🙏
stevensugar.art
Big Hops— a wonderful indie platformer from @luckshotgames.com that I’ve been doing concept art for since 2020— has a demo out on Steam 🌟right now🌟 and a Kickstarter underway to help make the game the best it can be! Support ambitious indies and check it out!! www.kickstarter.com/projects/chr...
An illustration of Hop, the main character of Big Hops, laying in the grass and eating a sandwich.
Reposted by Steven Sugar
luckshotgames.com
🚨HUGE News🚨

🐸BIG HOPS is a froggy platformer with deep movement, fresh tongue-gameplay, where you use powerful veggies to grow paths forward!

✨Free demo out NOW
🎮Coming to Nintendo Switch 1 & 2 in Q4 2025
💰Our publisher dropped us, so we're KICKSTARTING
(links below)
stevensugar.art
My final piece for Blender class! Wanted to try using the model more specifically for layout and rendering, while solving the color and details afterwards in Photoshop.
Reposted by Steven Sugar
stevensugar.art
This was my penultimate piece for the #Blender class I took! Set out to treat this model as more of an underdrawing, and build it out specifically with the camera in mind.
A blender model of an industrial fantasy with overcast skies and a thick fog. A shoebox view of the previous Blender model, showing how the scale and layout of the city was cheated by placing objects with the camera view in mind.
stevensugar.art
Arrival at the City Gate
An illustration showing a pair of clocked figures, one with a sword drawn, approaching the gates of an industrial city. Telephone wires lead over the city wall, and a towering blast furnace rises over the city skyline.
stevensugar.art
Another experiment! Trying out using two separate UV maps— one fully lit and one fully in shadow. The thought was that hand painting the lights and shadows would offer more granular control over the colors (and allow for some fun pops of saturation that only appear in the shadows!)
stevensugar.art
The textured model and its geometry!
A render of a tree stump modeled in Blender with hand painted textures. The geometry of that same tree stump model, with each object randomly assigned a color.
stevensugar.art
An experiment with hand drawn textures in #blender from earlier this year! Trying to bridge the gap between my Blender models and my illustrations.
stevensugar.art
Yep, class was through Warrior Art Camp— 9 weeks, all online! I've tried a couple small intro level tutorials in the past, but nothing made it all click quite like a two month boot camp did.
stevensugar.art
Modeled out all the innards and then lowered the alpha! Think I did some fiddling with the material to get that blur in the translucence, but it looks like I lost those settings when I updated Blender. Nothing fancy though that's for sure, I didn't know what I was doing haha!
stevensugar.art
Topology's not the cleanest, but here you go! The class was focused just on Blender as a tool to help with visdev rather than making usable game assets, so good topology took a bit of a back seat.
stevensugar.art
Ahh thank you!! I took Kelsey Roland's Blender for VisDev class through Warrior Art Camp— would 100% recommend it if it gets offered again, absolutely fantastic class!
stevensugar.art
Whoops looks like that GIF didn't work! Let's try this again—
stevensugar.art
A couple more early pieces— learned a lot from doing these two! (Plus a first couple attempts at drawing into the models after the fact!)
A 3d model of Amos the Half-Shrike, at various angles and in various poses. Various views of a 3d modeled fantasy tank, with a tall turret, engraved armor, and banners mounted on the side. An illustration of Amos slicing off the gun of a fantasy tank, drawn using the previous two 3d models as a base.
stevensugar.art
The framing of the class was to make pieces relating to an original story pitch. Took a couple characters from an old illustration, reworked their designs a bit, and went from there— the first assignment was to design a food stall that could exist within the setting!
A drawing of two geared up adventurers— Amos (a Half-Shrike Half-Human trainee) and Hamish (a big brutish bird man). Forward and reverse views of The Roving Jewel, a trade wagon stocked with wine and fruit, and carrying barrels and crates on top.
stevensugar.art
Took a Blender class earlier this year! The first assignment was to model a Game Boy!
An animated GIF of a 3d modeled spinning Atomic Blue Game Boy Color, with an Oracle of Ages cartridge inserted in the back. Various angles of a 3d modeled Game Boy Color.
stevensugar.art
Drew this back in 2019 to commemorate the end of Waypoint's Big Boy Season during that year's Save Point stream.

Well, Save Point is back *right now!!* Go watch the @remapradio.bsky.social crew play Bloodborne: The Board Game at twitch.tv/remapradio and support a good cause while you're at it!
An illustration of a Big Boy, a big-nosed pink-haired Hunter standing amongst flowers and gravestones.
Reposted by Steven Sugar
austinwalker.bsky.social
After 2 years, we're picking up our Bloodborne board game campaign as we continue to raise money for Anera!

donate.remapradio.com to donate
twitch.tv/remapradio to hang!
stevensugar.art
A bit of early visual development work for #TheOwlHouse season 3! Some of the last work I did on the show back in 2021.
A visual development drawing of a fantasy landscape with with a giant horned skull in the center and an ornate crown castle suspended above it. A visual development drawing of an ornate hallway lit by floating stars and moons. A drawing of a messy basement that's been furnished into a makeshift bedroom. Two visual development drawings of a flooded graveyard lit by a full moon.
stevensugar.art
A handful more BG designs from various season 2 episodes!
A background design of a sewer tunnel exiting from the outer wall of the city of Bonesborough. A background design of a second floor hallway inside the Owl House. A background design of the back of a Healing Coven classroom inside the magic school Hexside. A background design of the front of a Healing Coven classroom inside the magic school Hexside.
stevensugar.art
A few more backgrounds, these ones from the top chamber of a tower on an uncharted island from Season 2 Episode 3!
A background design of an overgrown domed chamber with a dais in the middle and a skylight shining from above. A background design of a dais engraved with a spiral pattern, covered in dried bits of palm fronds. A background design of double doors leading into the old chamber, with a line of kneeling figures drawn on the wall.
stevensugar.art
Sorting through some of my old background design work from The Owl House! These are a few exteriors of the Selkidomus cave in the first episode of season 2.
A background design depicting a remote tropical island made of rocks and giant bones. Shipwrecks are littered around the landscape. A background design depicting a sandy beach covered in shipwrecks and stalagmites. A background design depicting a ridge ascending from the beach, framed by a shipwreck and spotted with barnacles.