REN BUENDIA

graphics | games | ux/ui


ABOUT ME


Hi, I'm Ren.I've been creating since long before I had access to the internet. Video games introduced me to an entirely different world. Digital forms became my artistic medium, and now I do everything from making videos on social media about my favorite video games to making video games about my experiences growing up in the world we live in.


GRAPHIC DESIGN


Radiate the World

Graphic assets developed during internship with Radiate the World




PERSONAL PROJECTS

Solo projects. Created in Adobe Illustrator and Adobe Photoshop.



SLUG GAMING SOCIAL MEDIA POSTS

All were created in Adobe Illustrator and Adobe Photoshop.


WHITNEY HIGH SCHOOL GRAPHIC DESIGN

All were created in Adobe Illustrator and Adobe Photoshop.




GAME DESIGN

generic dating* simulator

static between us

who will cook for you?

lumberjack luv

sword's revenge

Starsong Stage Stars - TTRPG

Starsong Stage Stars is a narrative tabletop RPG inspired by K-Pop/J-Pop idol culture. Players take on the roles of rising idols balancing ambition, public image, and the emotional bonds within their group. As a designer, my goal was to create a system that feels emotionally expressive, accessible, and thematically cohesive; one that highlights the tension between public image and personal identity while encouraging collaborative, character-driven storytelling.


PROCESS

who will cook for you?


"who will cook for you?" is a short, interactive, text-based game about a daughter-mother bond over soup and ideal husbands and the prioritization of parents.

process


i started by writing the story in google docs, focusing first on voice and tone. the format allowed me to map out the branching dialogue naturally, as if i were scripting a play or a conversation. i emphasized repetition, tension, and warmth — elements that would feel familiar and intimate to players.once the structure felt solid, i translated the story into twine, coding each passage and decision point manually. this process involved breaking the linear text into interactive chunks and thinking about pacing, logic, and how the player’s choices would shape emotional tone rather than plot.the game was designed to be short and quiet — no puzzles, no winning — just the slow unfolding of priorities, small heartbreaks, and quiet care. the final product is fully authored and coded by me, and reflects both a narrative and technical effort to center story over spectacle.

sword's revenge


sword’s revenge was my entry for pirate jam 16, where the prompt was to create a game where the player controls a weapon instead of a wielder. i ran with the idea of a cursed sword seeking revenge — something fast-paced, weird, and a little bit funny: "you’ve been turned into a sword by a magician and want your revenge!"

process


my focus was on the visual and modular design of the sword itself. i created all the sword sprites from scratch using piskel, with each component—handle, blade, aura, and eye—designed as separate layers. this modularity allowed for a wide variety of sword combinations, animations, and possible upgrades down the line. in addition to the modular weapon design, we decided to reuse sprites i had made for a previous game my team had made called little leaf alchemy:

while the game was ultimately scrapped and shelved, the asset system and art direction were a big part of the process. it was a good exercise in working within constraints (a tight deadline, a quirky theme), and in building a visual identity that could scale with gameplay ideas.

sprites created in piskel.this game has been scrapped and graveyarded, but you can check out what remains of it at this link.

made with unitydevelopment team: sploogegunkcredits:
- gavin malit (development)
- thatrell (ideation)
- ren buendia (art)


RESUME