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What is Alexander Perrin?
Alexander Perrin is an independent interactive media maker and illustrator whose portfolio site collects digital illustration, hand-drawn illustration and small games in one place. The work is best understood as a personal studio rather than a company or a store: the site exists to present projects, not to sell a subscription or a software suite.
What you'll find there
- Games and interactive pieces — short, self-contained browser experiences, typically built around hand-drawn art and a quiet, atmospheric tone.
- Digital illustration — drawn work made for screens, including backgrounds and assets that feed into the interactive projects.
- Hand illustration — traditional drawing on paper, often the starting point for the digital pieces.
Who it's for
Designers and illustrators looking at how hand-drawn art can be carried into interactive work; game developers interested in small, art-led browser games; and anyone who wants to browse a compact portfolio rather than a large commercial catalogue.
How to use it
Start with the games section if you want to see the interactive work in context, then move to the illustration sections to see the drawing behind it. If you're evaluating the style for your own project, look at how line work and limited palettes are reused across both the static and interactive pieces — that continuity is the most transferable lesson.
For a wider frame of reference on hand-drawn interactive work, compare with studios such as Vectorpark or Amanita Design, whose sites show similar art-first approaches at different scales.
What interactive media projects has Alexander Perrin created?
Alexander Perrin's portfolio presents him as an interactive media creator and illustrator whose projects fall into a few recurring categories: digital illustration, hand illustration, and games. The site's own navigation groups his work under those headings, so the most reliable way to see what he has actually made is to browse each section directly at Alexander Perrin.
What the categories suggest
- Games — interactive pieces where the player moves through and manipulates a scene, rather than viewing a static image.
- Digital illustration — drawn work made and presented on screen, often with interactive or animated elements.
- Hand illustration — traditional drawing and painting, which gives a sense of the craft behind the digital pieces.
A practical next step
If you want to judge his interactive work specifically, start with the Games section and note how each piece responds to input: what the player controls, what changes on screen, and how long a session lasts. Then compare that with the digital illustration section to see where the line between "picture" and "interactive experience" sits in his practice.
Who this is for
- Someone looking for atmospheric, illustration-led interactive work rather than conventional game mechanics.
- Illustrators curious about how drawing skills translate into interactive media.
- Curators or collaborators wanting a quick overview of an artist's range before making contact.
One caveat: the portfolio lists categories rather than detailed project write-ups, so titles, dates, and technical details aren't spelled out on the landing page. Open the individual sections to get specifics.
How can I view or play Alexander Perrin's games?
You can play Alexander Perrin's games directly in a web browser on his own site, Alexander Perrin. The page groups his output under categories such as Digital Illustration, Hand Illustration and Games, so the Games section is where you'll find the playable work.
What to expect
His best-known piece, Short Trip, is a hand-drawn interactive experience you operate with simple keyboard controls — you drive a small tram through a sketched landscape rather than chasing a score. That style carries across much of his work: illustration-first, gentle pacing, no account or download required.
Practical steps
- Go to the site and open the Games category.
- Click a title; most run in-page, so a modern desktop browser is the easiest way to start.
- Use headphones and a full-screen window — these are atmospheric pieces where sound and drawing detail matter.
- If a piece feels slow to load, give it a moment; hand-drawn animation is asset-heavy.
Who it suits
- Casual visitors curious about interactive illustration as an art form.
- Designers and animators studying hand-drawn technique in a browser context.
- Not aimed at players wanting competition, fast reflexes or long campaigns.
A useful next step
Pick Short Trip first as a representative sample, then browse the illustration sections to see how the same drawing style works outside games. If you enjoy it, check whether individual titles are also hosted on dedicated game platforms, since browser versions sometimes differ slightly from packaged releases.
What is the difference between Alexander Perrin's digital illustration and hand illustration?
Alexander Perrin separates the work into Digital Illustration and Hand Illustration, alongside Games. The distinction is about how the artwork is made, not what it depicts. Digital illustration is produced with software and a screen; hand illustration is made physically, with traditional tools on paper or another surface. The site presents them as separate bodies of work, which suggests the difference matters to how the pieces are read and used.
Alexander Perrin
What each is likely good for
- Digital illustration suits editorial images, web headers, animation-ready assets and anything that needs to be resized, recoloured or layered. Files are easy to revise and deliver electronically.
- Hand illustration suits print, exhibition, book covers and commissions where the physical original has value. Texture and line quality come from the medium, and there is usually one original rather than infinite copies.
How to choose
| Consideration | Digital | Hand |
|---|---|---|
| Revisions | Straightforward | Limited once ink or paint is down |
| Delivery | Files, any size | Scan or ship the original |
| Feel | Clean, controllable | Tactile, variable |
| Best for | Screens, animation, layout | Print, display, one-off pieces |
A practical next step: decide first where the image will live. If it is a website, app or animated sequence, look at the digital work; if it is a framed print or a cover where surface matters, look at the hand work. If you are commissioning, ask whether a hand original can be scanned for digital use as well — that often gets both the texture and the flexibility.
Can I commission Alexander Perrin for illustration or interactive media work?
Yes, commissioning is the normal way to work with Alexander Perrin. The site is organized as a portfolio split into Digital Illustration, Hand Illustration and Games, which tells you the kind of briefs that fit: a digital illustration for editorial, poster or cover use; a hand-drawn or hand-illustrated piece; or interactive media and game work where drawing, animation and playable interaction overlap.
That last category matters most if your project is not a static image. Interactive media commissions usually need more than a picture: a concept, a playable or explorable scene, animation, sound and a build that runs in a browser or app. Expect a longer timeline and a different budget shape than a single illustration, because you are commissioning a small piece of software as well as artwork.
How to approach it
- Decide which category your project belongs to, then check the matching section of the portfolio so your reference points are the artist's own work rather than unrelated styles.
- Write a short brief: what the piece is for, where it will appear, dimensions or screen sizes, deadline, and whether you need final files, source files or a working build.
- Ask about availability, process, revision rounds and how usage rights are handled before discussing a final figure.
- For interactive work, agree early on scope: one scene versus several, fixed camera or free movement, and which devices must be supported.
Choosing between the two
| If you need | Commission type | Main trade-off |
|---|---|---|
| A single image for print or screen | Digital or hand illustration | Fastest and most predictable; no interactivity |
| A piece people click, move through or play | Interactive media or games | Higher cost and longer schedule; needs technical scoping |
As a practical next step, send a brief that names the intended use and deadline, and ask for the artist's current commission terms. If your budget or timeline is tight, ask whether a smaller illustration commission is possible first; that is often the simplest way to start a working relationship before a larger interactive project.
Where can I see Alexander Perrin's full portfolio of works?
You can see Alexander Perrin's full portfolio at Alexander Perrin. The site presents his work as a set of categories—Digital Illustration, Hand Illustration, and Games—so it functions as a central index rather than a single project page.
How to browse it
- Start with the category that matches your interest. If you want interactive pieces, go to Games; for static or client-style imagery, look at Digital Illustration; for physical, drawn work, check Hand Illustration.
- Treat the site as the canonical source: it is the artist's own domain, so it should list the widest range of his projects in one place.
- If you are researching a specific piece, note the title and then look for a dedicated project page or the platform where it was published.
Practical next step If you are evaluating his work for a commission or study, open the Games section first, then compare it with the illustration categories. That contrast shows both his interactive and his still-image practice, which is useful when deciding which style fits your own project.
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