ART DIRECTOR
A collection of art bibles defining style, tone, and world-building.
A collection of art bibles defining style, tone, and world-building.
A collection of art-directed in-game screenshots from an unreleased indie project, focused on lighting, composition, and atmosphere.
A collection of personal illustrations
Style guide for an early Warframe level set. I was art director from concept to release.
Style guide for an early Warframe level set. I was art director from concept to release.
Style guide for an early Warframe level set. I was art director from concept to release.
Led art direction for a full visual overhaul of an early Warframe level set, redefining materials, lighting, and overall look for modern standards.
Style guide for a level set in The Amazing Eternals. I was art director from concept to release.
Style guide for a level set in The Amazing Eternals. I was art director from concept to release.
Style guide for a level set in The Amazing Eternals. I was art director from concept to release.
A collection of weapons designed for The Amazing Eternals. I was art director from concept to release.
A collection of UI screens designed for The Amazing Eternals. I was art director from concept to release.
A collection of art-directed in-game screenshots from an unreleased indie project.
A collection of in-game UI mockups from an unreleased indie project,
A collection of personal illustrations.
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.