CreativeCoy is my personal studio for building worlds: games, illustrations, and stories shaped by survival and transformation. My work pulls from my fine-arts background (MICA), my game-art and production training (Full Sail), and a lifetime of fascination with creatures, folklore, and the strange edges of the world.
This was not an easy path, though. A few years ago I had a medical crisis that upended everything which was an allergic reaction to a spinal implant that nearly killed me. I lost my freelance career, my stability, and had to rebuild my life from the ground up after the plate was finally removed five years after it was put in. That period should have ended everything, but instead it became the turning point.
That’s why my studio carries the koi-to-dragon emblem. In old stories, a koi swims against the current, climbs the waterfall, and becomes a dragon. It doesn’t do this because it’s chosen, or special, or destined. It does it because it refuses to stop swimming. CreativeCoy exists because I didn’t stop either. The name uses "Coy" because it sounds like "Koi" but means Shy and Playful, so the name is more reflective of myself and a nod to the koi-dragon myth.
CreativeCoy is where I continue that climb. I develop indie games, TTRPGs, and offering consulting for other creators who can benefit from my years working in the VFX/Game dev the industry. This is a small studio, but it’s honest, handcrafted, and built with the stubbornness of someone who survived more than they should have.


Professional Snapshot
Artist: T. St. George
Role: Remote Freelance 2D/3D Artist, Game & World Designer
I’m a multidisciplinary artist and designer with a fine arts background and game development training. I’ve worked across illustration, CG, VFX, indie games, and TTRPG design, with experience both as a solo creator and as part of studio and team pipelines.
Education
Maryland Institute College of Art (MICA)
BFA in Illustration & Graphic Design
Dean’s List
Minor in Experimental/Computer Animation
Full Sail University
BCS in Game Art (accelerated program)
Valedictorian of my graduating class
One of the first graduates of the Game Art major
Freelance Experience
Remote Freelance 2D/3D Artist
Long-term freelance work in:
Creature and character design (digital & traditional illustration)
3D modeling, sculpting, texturing, rigging, lighting, and animation
Pixel art and 2D animation
UI/UX for games (interfaces, layouts, in-engine implementation)
Graphic and logo design
Interactive exhibit assets, VR props, environmental set-dressing, and level design
Various pipelines, custom tool, and game engines
CreativeCoy is a small, independent studio built on resilience, transformation, and original worlds. I specialize in indie game development, creative consulting, and narrative-rich design.
My work blends art, code, storytelling, and lived experience into projects that feel personal and handcrafted, aiming for a sweet spot between accuracy and whimsy.
In-house Studio Experience
Rainmaker Studios - Production Artist / Stereo-VFX (Film)
Escape From Planet Earth
Fully credited feature film work. One of the first fully 3D-animated feature films to be produced in Canada.
Worked as part of the production and VFX team at Rainmaker Studios on the feature film Escape From Planet Earth. Responsibilities included:
Stereoscopic 3D conversion for a substantial portion of the film
Converting 3D renders into stereo-ready shots
Re-rendering problematic or broken sequences for final delivery
Integrating FX and 3D elements into shots using Nuke
Handling high-volume shot assignments during final deadlines
One of the primary artists closing stereoscopic work late in production
Propaganda Games (Disney) - Ghost Studio Contract
TRON: Evolution (DLC) - Level Artist & Designer
Contracted through a ghost satellite team working under Propaganda Games on the DLC content for TRON: Evolution. Work included:
Level set-dressing and environment assembly
Gameplay lighting for DLC spaces
Fixing level bugs and implementing design-driven adjustments
Playtesting DLC levels and providing actionable feedback
Designed the collision-jump gameplay concept (inspired by MicroMachines), which Propaganda approved and integrated
Collaborating directly with Propaganda’s designers during rapid-turnaround production cycles
Ensuring all DLC content matched the visual identity and gameplay language of the TRON universe
Mackevision (Detroit) - Contracted 3D Artist via Pixlhut
Automotive Visualization & Interactive Web Assets
Contracted through Pixlhut to support Mackevision’s Detroit automotive division, which handled high-end CGI, interactive visualization, and real-time web assets for major automakers. Work included:
Texturing high-detail automotive models
3D modeling of vehicle components and props
High-resolution rendering for interactive websites and configurators
Asset optimization for real-time and web-based experiences
Working within Mackevision’s automotive visualization pipeline
Collaborating with art and production teams to match brand accuracy and lighting standards
About the Studio
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