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