Derek Boe
Multimedia and Digital Technologies ArtistTraditional painting, ink illustration, Photoshop, audio and video editing, 2D animation and independent game development.
Painting series lead as collections, followed by independent game work, murals, commissions, wearable objects and moving image.
The Walled Garden.
The Walled Garden is a platformer RPG set in a surrealistic Garden of Eden with procedurally generated trees which grow from a destructible environment which subdivides as it is destroyed.





The Walled Garden is a platformer RPG set in a surrealistic Garden of Eden with procedurally generated trees which grow from a destructible environment which subdivides as it is destroyed.
The objective of this is to build a world to watch it all burn to the ground. That’s why the game project has been a fifteen year love project. If other people like it, that’s cool too. It will be released for the public to enjoy probably for free, but I’m making the game that I want to play.
Development history and engine change
We’re starting over again. Not from 100% scratch, we still have all our existing code and graphics. However I’m focused on coding a better engine with less bugs, and with a better understanding of how everything works. As the original source code was a Frankenstein of Game Maker Examples found over the course of 10+ years.
With 15+ years of knowledge of strictly Game Maker 8, I am starting fresh in Game Maker Studio. Consider everything up until now just practice for this new iteration of the game with a strict focus on Economy and Gameplay Loops, with a stronger more robust engine with better detailed comments so I can actually remember what my code does.
10+ years!? · IndieDB ↗Gameplay, ecosystem and NPCs
The game has generally been geared towards more of a non-game simulation thing than a traditional game in any sense. The new version has 3 endings planned, originally it was just a linear one ending game.
Prior till the new update, the trees didn’t even actually have any gameplay mechanics they were purely aesthetic, where as now the trees control the creation of Apples to heal the player.
The trees also respawn “Grubs” if there is less than 3 in the level. This occurs after a tree finishes shaking from either a sword attack or a medium/heavy enemy walking passed. Grubs are the most basic unit in the game, they create seeds which can create trees, which in turn, create grubs.
Started making a new basic dialogue system which can have multiple sets of dialogue in them. It works with multiple dialogue options, trying to work on getting asking questions to work.
Sprite Upgrades + Gameplay + NPCs · IndieDB ↗Combat, utility and VFX
I’ve started adding some of the Basic Enemies, Particles, and VFX. Also have started adding the player’s melee combat. Added camera zoom for possible items of interest and maybe for dialogue with NPCs.
Coyote Jump / Jump Buffer (Smooth like butter)
Jumping exactly as you strike the ground will give you a boost jump now, you are also given some forward momentum if in the air and you perform a regular slash while going up. This does require a small bit of advanced player input to achieve, needing to press both attack and jump at the same time when landing to do a sword reflection jump.
Stamina is in the game, which I’ve never really seen before in a 2d platformer setting. Probably for good reasons, but I’m finding it very interesting as the players movement is essentially now resource management.
More Updates — Utility/Combat and VFX · IndieDB ↗Save system
I’ve implemented a save and load system in my game, preserving tree states across sessions, a feature not in the original engine.
Dynamic water
Going to try and make a dynamic waterline this time around.
It didn’t take too long to get something working based on input from an oEntity.
Fine tuning the displacement and threshold, need to add a wave upward when going in, so the water doesn’t just return to flat line right away. That should give it a more liquid feel.
Added horizontal movement back to the water surface.
Murals and commissioned work.
Hog Saloon mural
Exterior garage-door mural for the Hog Saloon in Gainford, Alberta.



Custom controller sunglasses
One-off wearable sculptures built from game-controller shells. Buttons and joysticks stay tactile and functional wherever construction allows.



DAFUQ merchandise
Logo and T-shirt artwork built from five illustrated monster letterforms.





Fermented Beets Orchestra
Logo design for the Calgary fusion-funk band, used across their individually released tracks.





Studio craft meets digital production.
Six connected disciplines spanning physical making, image-making and motion.
Photoshop
Image compositing, digital illustration and production.
02Multimedia
Audio and video editing for independent and client work.
03Traditional Painting
Acrylic painting, murals and mixed-media work.
04Ink Illustration
Hand-drawn illustration for print and digital projects.
05Independent Video Game Development
Art, animation and collaborative game-jam production.
062D Animation
Character animation and animated collage.
Photoshop
Compositing, digital illustration and image production are used both as finished-media processes and as connective tissue between drawing, animation and print.
Multimedia
Audio and video editing, moving image, digital collage and production for independent work and client collaborations.
Traditional Painting
Acrylic paintings, mural-scale work and serial studies use flame, portraiture and unexpected marks to connect individual works into larger bodies.
Ink Illustration
Hand-drawn linework and character-focused illustration developed for print, apparel, identity systems and digital production.
Independent Video Game Development
Game art, animation, environmental systems and collaborative production, led by the long-running platformer RPG The Walled Garden.
2D Animation
Character animation and animated collage for personal experiments, game production and professional music-video work.


































