RON DAVEY

ART DIRECTOR

Warframe

A collection of art bibles defining style, tone, and world-building.

The Amazing Eternals

A collection of art bibles defining style, tone, and world-building.

Deadhaus Sonata

A collection of art-directed in-game screenshots from an unreleased indie project, focused on lighting, composition, and atmosphere.

Illustration

A collection of personal illustrations

Warframe: Grineer Shipyards

Style guide for an early Warframe level set. I was art director from concept to release.

Warframe: Corpus Crash Landing

Style guide for an early Warframe level set. I was art director from concept to release.

Warframe: Gas City

Style guide for an early Warframe level set. I was art director from concept to release.

Warframe: Gas City Remaster (2019)

Led art direction for a full visual overhaul of an early Warframe level set, redefining materials, lighting, and overall look for modern standards.

The Amazing Eternals: Carythia

Style guide for a level set in The Amazing Eternals. I was art director from concept to release.

The Amazing Eternals: Mashki

Style guide for a level set in The Amazing Eternals. I was art director from concept to release.

The Amazing Eternals: Pustka

Style guide for a level set in The Amazing Eternals. I was art director from concept to release.

The Amazing Eternals: Weapons

A collection of weapons designed for The Amazing Eternals. I was art director from concept to release.

The Amazing Eternals: UI

A collection of UI screens designed for The Amazing Eternals. I was art director from concept to release.

Deadhaus Sonata: Environments

A collection of art-directed in-game screenshots from an unreleased indie project.

Deadhaus Sonata: UI screens

A collection of in-game UI mockups from an unreleased indie project,

Illustration

A collection of personal illustrations.

About the artist

I’m an Art Director with over 20 years in game development, having worked across AAA, AA, and indie titles like Warframe, The Darkness II, The Amazing Eternals, Battlefield,and Deadhaus Sonata. I’ve spent the last decade leading teams and helping shape the visual direction of projects, always with the mindset that art needs to serve the game first. I care a lot about clarity, strong visual targets, and building teams that can do their best work without overcomplicating the process.