Grab a signed print at www.cassiemurphy.com/buy !
Mike Driver
Lint Roller? I Barely Know Her
AnasAbdin
he wasn't even looking at me and he found me
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Show & Tell

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Keni
I'd rather be in outer space đ¸
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Xuebing Du
i don't do bad sauce passes
ojovivo
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we're not kids anymore.

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@kittycassandra
Grab a signed print at www.cassiemurphy.com/buy !
Much love to this show. Grab a print at www.cassiemurphy.com/buy !
I absolutely needed to make American Gods cats. Please enjoy!! @americangods
Iâve been doing some new art, hope you enjoy! These are for my art show May 4 in Seattle at Pioneer Saloon Gallery -- come check it out if youâre in town!
Cat paintings, illustration, surreal, surrealism, reptile art, trippy, colorful, pastel, goth, video game art, adventure time, kittycassandra,
I just updated my website with all my latest stuff, and also a brand new look/feel. Please enjoy!!
Just finished Westworld cats in time for the season finale tomorrow! I have prints in metallic 9x12in. available! https://www.etsy.com/listing/496346121/westworld-cats-9x12in-print?ref=shop_home_active_1
We were so taken with Cassie Murphyâs âMangier Thingsâ illustration, her depiction of the cast of Stranger Things as cute kitty cats, that we wanted to make sure you saw some of her other catified pop culture reimaginings.
All of these punny pieces are available as prints via Murphyâs KittyCassandra Etsy shop.
[via sosuperawesome]
Thank you so much, @archiemcphee!! If you ever need any artwork (mural, packaging, etc.) Iâm in the neighborhood! ;)
I drew the cast of Stranger Things as cats!Â
You can find them in my shop here:Â https://www.etsy.com/listing/469975849/stranger-things-cats-9x12-print-on?ref=shop_home_active_1
Art prints by KittyCassandra on Etsy
⢠So Super Awesome is also on Facebook, Twitter and Pinterest â˘
Comic #5, match cut to: flashback. Also, earlier issues now have a permanent home here.Â
Obligatory:Â Whatâs he building in there?
In this installment, TRUNDLâs erstwhile creator learns that the path to dystopia is paved with good intentions. They Live glasses sold separately.
Speaking of promotion, you can test-drive TRUNDL.buddy at Power of Play, this Friday and Saturday (May 20 and 21) in Bellevue, WA.Â
PREVIOUSLY: Part one. Part two. Part three.
Three deep in the prequel-verse! Did you know this is a video game that is in alpha? It is, and you can be among the first to play it. Weâll be at iFest in Seattle this Saturday, May 14, then Power of Play in Bellevue (Seattle-adjacent) May 20-21! More info soonâŚ
PREVIOUSLY: Part one. Part two.
Please enjoy the next comic in our series!
Prequel comic #2! Follow on the tumbles or check blog.spite.house for weekly updates.
First installment of our comic prequel to Trundl.buddy and the Ghostly Wi-Filactery! Check back at blog.spite.house and follow for weekly updates.
Check out the first of the webcomic series about the video game Iâm working on the art for: TRUNDL.buddy and the Ghostly Wi-filactery! If you like the KittyCassandra style, you should hold onto your butts about it.
FINDING A TONE THAT ISNâT
Our tactical roadtripper, TRUNDL.buddy and the Ghostly Wi-filactery, flings you through a gauntlet of environments, each with their own distinct color palette and style. Between each one, youâll guide TRUNDL.buddy through decisions, shaping both mind and journey.
IT IS HARD
Early on, I wanted the music to branch alongside the narrative, incorporating different genres to reflect the changing personality of the playerâs character. Violent or aggressive choices might transition to death metal or the militaristic styling of Battlestar Galactica. Pacifistic choices might swing more acoustic, Appalachian. Aside from the obvious challenges of producing such a wide variety of cues for every level in the game, there was another less obvious problem. The baseline song would need a neutral tone.
Creating music without emotion has been incredibly challenging for me. Iâve always felt the two are inextricable. But over the last couple of weeks, Iâve discovered an interesting approach. Percussion and rhythm donât carry much emotion by themselves, just a sense of energy and movement. I stripped out the melodic instruments entirely; built an underscore with just rhythmic textures and a single (tonic) pitch. When the player takes dramatic action, I comment by introducing melody and harmony â emotion.
Another issue I discovered is how quickly the âmixâ fills up in-game; ambient sounds, engine sounds, enemies attacking you, obstacles whizzing by and music all playing at the same time. This buries the ambience completely â wind, insects, animal sounds. Ambience serves almost no gameplay purpose, except to ground you in the world. But having grown up with adventure games like Myst and Ico, I value these sounds highly and donât want them lost.
PROBLEM + PROBLEM = SOLUTION
I needed neutral music and Iâve got buried ambience. The answer to both, musical ambience. Iâve incorporated environmental sounds into the rhythmic texture for each levelâs backing theme. The music now feels connected to the place itâs scoring, still serves the gameplay, and provides a neutral base that pivots harmonically with the playerâs actions. And I donât have to worry about the mix as much. That, friends, is how I murdered two avian friend-beasts in the most primal way imaginable. I donât even know where this rock came from⌠I⌠hello?
Check out the video you probably already watched for some quick examples!
Soren Laulainen Music Composer and Sound Designer sorenlaulainen.com
2D / 2FURIOUS
Top oâ the blog post to you. My name is Cassie Murphy. Iâm an illustrator based in Seattle, and the lead artist for Trundl.buddy and the Ghostly Wifi-lactery. I draw every glowing, drippy, spindly, nubby, blocky, undulating, craggy, Non-Newtonian Thing in this game.
Though this is my first game studio experience, this isnât my first video game. That distinction goes to a one-button game called Dinglefling, wherein you must release a family of dingleberries from a catâs sit-upon to land on items in a room. It was a vague realization that I wanted to do 2D game art. When I moved to Seattle, I met some folks that dug my art style, and the amorphous dream that spurred me to move here began to take shape at Spite House.
SWITCHING GEARS
During life in Virginia, my art developed a one-note style and subject matter: Cute. Fat. Cats. My cat paintings got me featured on Animal Planetâs âCATS 101â, Amy Poehlerâs Smart Girls, HBOâs Game of Thrones Compendium, the Criticsâ Choice Awards, E! Online, BuzzFeed, Nerdist, Tor.com, Threadless, TeeFury, Geek and Sundry and Cat Fancy, to name a lot. I painted hundreds of client cat commissions and slung prints at conventions across the Eastern seaboard.
After 8 years of pun-based feline success it began to feel like work (in a bad way) and I gave up the ghost. Er, the cats. To draw ghosts instead.
TRUNDSETTER
(The puns die with me.)
Working on a team like this is a creativeâs fever dream. Our SoDo warehouse workspace buzzes with the urgent energy of invention and/or the trillest (only) trap in the building.
It is also the most challenged Iâve ever felt in my professional life. Iâve never needed to work on a team to create cartoons before, let alone whilst meticulously ensuring the art fits not only the lore weâre weaving, but also within the technical bounds of Spine and Unity. The re-work process is a hard reality of team-based art-making; something Iâm mitigating through simpler sketches and real-time concepting. Learning, when done right, is never comfortable.
Being the lead artist affords me a surprising measure of creative control over the project as a whole. It feels like pressure, but also gives the satisfying illusion of power in this monster of a process. My favorite thing to do is slip things into my art that inspire a change in the story or gameplay: faces in the canyon walls, ghost expressions conveying their motivations, lava lamp-like innards of massive Wi-Fi towers. Sometimes a design goes over like a lead balloon (R.I.P. wispy skeleton-robot concept). Other times I design a character or environment that elicits rare, sweet guffaws from the lovable gruffians I work with.
THE CANYON
Weâre in the final stretch of developing the canyon, which sets the template for future biomes, so Iâm hoping we worked out all the kinks. The main kink = my making the dimensions and format of each asset work correctly in-game (see Rayâs post). Â Itâs a continual learning process between the dev and myself to make the pieces of our cartoon world fit together. For example, the canyon walls shouldnât follow one-point perspective as I would like to draw it, but rather need a flat bottom so as not to float off the ground. Unity takes care of the perspective. Or breaks it. Unity takes care of and breaks a lot (visually), Iâm learning.
I love a challenge. Needless to say â and saying it anyway â Iâm pouring my heart into this game, and I canât wait to show you more. Stay tuned.
Cheers,
Cassie
I wrote a thing!