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SoundFALL

 

Creating a world of sound

As the art director of Soundfall, I held responsibility for overseeing all visual elements of the game, starting from its initial development stages up to the final release. This included designing characters, enemies, weapons, environments, UI, and FX, as well as creating marketing art. I managed an internal team of artists as well outscourcing , providing feedback and paintovers to ensure the game's vision was achieved.

Soundfall was successfully released on multiple platforms, including PC, Playstation, Xbox, and Switch. The game gained recognition and was featured at the Smithsonian Museum during the SAAM Arcade 2023 event.

animating the sound to life

As the art director of Soundfall, I had the opportunity to collaborate with DoublePlus Studios to direct the 2D animated sequences for the game. I played a significant role in laying the groundwork for the animation by creating previsualization and rough animations. Working closely with our Audio Director, Jens Kiilstofte, I ensured that the animations were perfectly timed to the music and sound effects, enhancing the overall experience.

 

 

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LEVITICUS

conjuring nightmares of war

Project Leviticus was a unique endeavor aiming to combine stylization with a mature and gritty theme centered around the occult and World War 1 aesthetics. The concept explored the idea of unearthing an artifact or dark origins amidst the backdrop of trench warfare during the historic conflict.

I took charge of every aspect, from previsualization to crafting 3D models, rigs, and animations, all geared towards capturing the world and its horrors.

 

 

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Beyond

imagining a reboot

When envisioning a reboot for Batman Beyond, I aimed to appeal to its original audience by maturing the style along with them while making it accessible to newcomers with modern sensibilities. I drew inspiration from popular contemporary animations like Spiderverse and Arcane, while striving to infuse the project with a distinct and unique identity.

I conducted character explorations and crafted key art in 3D to visualize the potential look and feel of the show. Additionally, I went a step further by creating a short animated segment, offering a taste of the IP in motion.

 
 

 

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JRPG DREAM

 

creating a pitch deck

Supercell assigned me the task of creating an art pitchdeck for a new mobile game IP. In the pitchdeck, I delved into conceptualizing the core aspects of the game, including the world, characters, various classes, enemies, and its core gameplay loop. I also crafted ideas for level designs and presented an animation to illustrate the how the gameplay would feel.

Through this comprehensive pitchdeck, I wanted to showcase the creative vision and potential of the game while also presenting logistics on how it would be made.

 

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bOT SMASHERS

Building an ip from scratch

As part of the RnD team for HiRez, I developed the art direction for a new mobile game IP. I designed the overall artistic vision of the game. From the early conceptual stages to ingame implementation, I helped craft the visual direction that set the tone for the entire project. I worked closely with a team of skilled artists and strategized the art pipeline for the project.

In addition to my design contributions, I coordinated communication with outsourcing teams and various internal departments, fostering collaboration to produce assets for the game's promotion at the HiRez Expo.