I served as Lead Artist/Lead Concept Artist on Hyper Light Breaker from the prototype phase through the first two years of production, and I also provided Art Direction for the environments through EA release.
I primarily concepted and oversaw the visual development of the environments, but also concepted most of the gear and vehicles. I made an uncountable number of 3d blockouts. I contributed in-game modeling, decking, lighting, and composition work, e.g. prototyping the boss arenas. I also contributed to some UI, promotional, and in-game illustration work.
Another significant contribution I made to the art team was creating the pipelines that support the asset side of the procedurally generated environments, and managing the maintenance/upkeep of the asset flows and best practices.
At the studio level I was responsible for hiring for the art team, running review meetings, standardizing department titling, handling internal resource management and skills development.
Some paintover pieces I share here use assets created by the amazing environment team: Meagan Glennon, Will Tate, Cameron Hughes, Danielle Wallace, Marissa Borowski, and Jaume Rovira. As well as terrain and skyboxes created by the techart team Christian Sparks and Len White
After releasing The Banner Saga 3, we began bluesky development work on the prototype game that eventually became Towerborne. I was privileged to be able to work on a small team and contribute to the development of the IP in a significant way from the very beginning.
I created the illustration for the title screen along with the foreground assets by Arnie Jorgensen. I designed the tower itself, created concept art as well as 2d/3d assets for the game levels. I did a significant amount of the direct work on the environments for the prototype phase and served as Lead Environment Artist as well as concept artist.
Most of the work I did for the prototype was R&D with the goal of troubleshooting what would be 2d vs 3d, and establishing the overall look for the 2.5d hand-painted art style.
I joined the Stoic team in 2017 as a Senior Artist (basically a generalist concept artist/illustrator) working under Arnie Jorgensen’s art direction and alongside the talented Igor Artyomenko. In some cases we worked over each other’s images, and there is a mix of credits (images are tagged accordingly). It was very exciting working with a small team of talented folks and getting to wear different hats.
In all, I contributed to:
- Game Environments (Travel scenes and Battle Boards)
- Cinemas and Cutscenes (Illustration, Implementation, Color Stories, and Outsource Management)
- VFX animation for status effects and backer content (bonus cart skins)
- UI/UX elements, layouts, buttons, text etc.. (particularly for DLC)
- Promotional Illustrations and Credits Illustrations
From 2015 to 2017 I had the privilege to work on a number of projects at Powerhouse Animation, one of which was the Netflix Castlevania animated show. I primarily contributed to visual development concepts, background paintings, layout drawings, color keys, and some initial materials to bid on the show for season 1.
For season 2, I concepted and created models/set designs for the Belmont home, engine interiors, castle exterior and many other scenes. I collaborated with Justin Kauffman on managing the background pipeline and implementing more 3d workflows for the team.
Below is a sample of some of my work on the show. For the key art - model was done by Robby Johnson, and he also provided models for a few of the Targoviste shots that I painted over. All character art is credited to the animation team. Color keys use backgrounds created by Sean Vo and Robby Johnson.
Starling is an ongoing, work-in-progress game project done in collaboration with txk.
All art created by me (2d, 3d, ui, logo, char, and enviro)
This is a collection of hard surface models I created.
The first model was created based on a piece of concept art done by Des Zhu. Done for learning purposes.
The second set of models was created based on a design from the FTL game by subset games.
+Addtl concepts and models
A collection of some personal illustrations
I started my career as an art intern and later Associate Concept Artist at Junction Point Studios in Austin. I had the privilege of being mentored by the talented and generous Adam Fenton, who also helped me with some of the illustrations and concepts below.
While at JPS I contributed concept art, promotional illustrations, pitch concepts, production work, UI, texture painting and more. It was an incredible experience and I learned so much!