Prism City Archives
2024–2026A magical-girl world where an arcane police sector works cold cases — two years of character, world and story design.
Ari Matthews — Illustration BFA at Otis College of Art and Design, Los Angeles. Character design, visual development, and story illustration for film, animation, and games.
Currently seeking a 2027 internship. Get in touch.
A magical-girl world where an arcane police sector works cold cases — two years of character, world and story design.
Commissioned character lineup for an indie game, used across the studio's site and social media.
Commissioned work
A limited-palette cover built around the spell Shatter — and a departure from how much colour I normally use.
A cleric of the god of storms, designed and redesigned over a campaign, with outfit references for each chapter of his story.
Applying caricature theory to Disney's Elsa — pushing shape language until the design reads harder.
A harpy-adjacent character who struggles to feel comfortable in his human side — designed and redesigned over a year.
My cleric, infected and alone in a dark infirmary — a challenging perspective and dramatic lighting.
Five coloring book pages taking Bubby from the beach to the stage to outer space.
One of my first fully rendered animations — drawn frame by frame in Procreate, looped in After Effects.
Pure black and pure white, no mid-tone — and a design that turned out too complex for the block.
Rendered in greyscale before colour for the first time, testing a new approach to the face.
A redraw of an earlier self portrait, with a composition I'm much happier with.
A praying mantis character, built in segmented clipping-mask layers — because she's a noticeably segmented character.
Two animation segments, one puppeted and one frame by frame, synced to a looped audio track.
A simple frame-by-frame animation of Lumiel, made to get comfortable animating in Photoshop.