
About The Artist
Michelle is a Seattle-based artist specializing in Concept Art and Illustration. Through a combination of work in the games, animation, comics, and souvenirs industries, she has earned twelve-plus years' experience in her field. Such a vast array of mediums and projects has imbued her with astounding versatility and adaptability. Still, she has her pet genres and has a great passion for Historical, Mythological, and Fantasy works.
Her major projects include:
- Batman: Arkham Shadow
- This action-packed, VR Game of the Year, allows the player to Be the Knight, and experience Gotham and Blackgate Prison like never before. Michelle worked on the Environment Art team, primarily responsible for Gotham's Rooftops and Blackgate's Gen Pop settings. Additionally, she contributed to the prop assets both in concept as well as modeling and texturing. Most recently, she was the artist behind the reimagining of the classic "Silent Knight" challenge map as "Stalking TYGER" in the "Game of the Year Patch".
- Arashi: Castles of Sin
- Initially brought on to author props from photogrammetry data, Michelle went on to become a fulltime World Artist to bring the beauty of 16th Century Japan to Playstation VR. She not only had her hands in the art of every level, but also collaborated closely with design and engineering to weave in new stealthy pathways and implement performance boosting streaming solutions.
- Comics for Stela @Breakoutbit
- Several digital comics were in development at Stela, on which Michelle primarily designed environments and creatures in the pre-production phases. Titles include Lumi White, Persephone & Hades, and two adaptations of Rumplestiltskin: Rumple and Rumple & The Two Queens
- Star Guardians
- A children's sci-fi franchise in which she contributed to the mobile tower-defense game: Gizmoidz, an animated television pitch, and the game cutscenes of an online virtual world.
- Omerta: Reaping Whirlwinds
- A novel in progress --co-authored with Hailey Majewski-- Omerta is set in the waning years of America's prohibition. The story follows a young woman entering her father's dark bootlegging and racketeering business and her tutor, who would love nothing more than to get out. Michelle would love to see Omerta published with several illustrations.
She spends her spare time keeping her plethora of cats from eating plastic, playing Dungeons & Dragons, costuming for and attending Renaissance Faires, and shooting archery.
Why 'Cove of Madness'?
As a kid and teen, my best friends and I would retreat to the comfort of a sofa, an end and coffee table, and two lamps to weave our stories and breathe life to our characters. Due to the fact that we kept the coffee table shoved up against the front of the sofa, creating a cove of sorts, and because we were -- frankly -- wierd kids, we started to call it the "Cove of Madness". The Cove was birthplace to much of my creative endeavors and so the name has just... stuck.