I'm Leigh Christian, a senior Generative AI Concept Artist and Art Director with 38+ years in games and interactive media. I specialise in AI-augmented concept art, visual world-building, and rapid pre-production workflows across stills, video, and 3D. I've led teams across AAA, indie, and experimental projects, defining scalable art pipelines while maintaining aesthetic cohesion and production speed. My approach blends traditional art discipline with next-generation AI tools (Midjourney, Kling, Veo) to prototype silhouettes, materials, character personalities, and motion language before 3D production begins. I author Art Style Bibles, IP architectures, and production pipelines, ensuring alignment between design, UI, and marketing, and I excel at remote team leadership and outsource direction.

Leigh Christian

I'm Leigh Christian, a senior Generative AI Concept Artist and Art Director with 38+ years in games and interactive media. I specialise in AI-augmented concept art, visual world-building, and rapid pre-production workflows across stills, video, and 3D. I've led teams across AAA, indie, and experimental projects, defining scalable art pipelines while maintaining aesthetic cohesion and production speed. My approach blends traditional art discipline with next-generation AI tools (Midjourney, Kling, Veo) to prototype silhouettes, materials, character personalities, and motion language before 3D production begins. I author Art Style Bibles, IP architectures, and production pipelines, ensuring alignment between design, UI, and marketing, and I excel at remote team leadership and outsource direction.

Available to hire

I’m Leigh Christian, a senior Generative AI Concept Artist and Art Director with 38+ years in games and interactive media. I specialise in AI-augmented concept art, visual world-building, and rapid pre-production workflows across stills, video, and 3D. I’ve led teams across AAA, indie, and experimental projects, defining scalable art pipelines while maintaining aesthetic cohesion and production speed.

My approach blends traditional art discipline with next-generation AI tools (Midjourney, Kling, Veo) to prototype silhouettes, materials, character personalities, and motion language before 3D production begins. I author Art Style Bibles, IP architectures, and production pipelines, ensuring alignment between design, UI, and marketing, and I excel at remote team leadership and outsource direction.

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Language

English
Fluent

Work Experience

Art Director (AI & Innovation) at HUTCH
January 1, 2019 - January 1, 2025
Spearheaded the integration of Generative AI into character, environment and asset workflows, accelerating pre-production. Used AI-augmented workflows and video-gen tools to prototype character personalities and movement for mobile titles Top Drives, Matchcreek Motors. Defined the visual evolution of characters and ensured final 3D assets remained faithful to core concept and narrative vision.
Art Director & Concept Lead at MUNKYFUN (Remote)
January 1, 2016 - December 31, 2018
Personally authored core character concepts and Style Bibles. Managed global outsource teams, providing the visual Gold Standard for all character production.
Character Concept Artist at 3DLEIGH LTD / BOSS ALIEN
January 1, 2009 - December 31, 2016
Provided high-level character concepts and visual development for NaturalMotion, CSR2 and other AAA mobile projects. Specialized in 'Character Vision'—ensuring that digital doubles and stylized characters retained their personality throughout the pipeline.
Character Concept & UI Artist at Electronic Arts (EA)
January 1, 2004 - December 31, 2006
FIFA Street 1 & 2: Defined the 'urban legend' aesthetic. Responsible for the initial character concepts, UI aesthetic and design elements that established the franchise's visual identity.
Art Director & Character Concept Designer at Asylum Entertainment
January 1, 1987 - December 31, 2004
Art Director & Character Concept Designer during the Legacy Years, shaping visual direction for foundational IP.
Pixel Artist to Concept Lead at Eidos / Codemasters / Tiertex
January 1, 1987 - December 31, 2004
Evolved from a Pixel Artist to a Concept Lead, mastering the industry's shift from 2D sprites to cinematic 3D character design.
Art Director (AI & Innovation) at Hutch Games
January 1, 2019 - January 1, 2025
Spearheaded the integration of Generative AI into character, environment and asset workflows, accelerating pre-production. Used video-generation tools to prototype character personalities and movement for mobile titles such as Top Drives and Matchcreek Motors. Defined the visual evolution of characters and ensured final 3D assets remained faithful to the core conceptual and narrative vision.

Education

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Qualifications

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Industry Experience

Gaming, Media & Entertainment, Software & Internet
    uniE608 AXIOM Issue 06 | Cinematic Earth
    AXIOM Issue 06: Cinematic Earth explores stylised environment design through scale, composition, and light. From deserts to oceans and alpine landscapes, the series focuses on clear visual storytelling and strong, readable forms. Created using traditional fundamentals and AI-assisted workflows to produce cinematic, production-ready environments.
    uniE608 AXIOM Issue 05 | The Estate
    AXIOM Issue 05 explores stylised urban characters and creatures within a graphic, street-inspired world. Focused on personality, exaggeration, and visual storytelling, the series blends human and non-human forms through bold shapes and expressive design, created using AI-assisted workflows for fast, production-ready concepts.
    uniE608 AXIOM Issue 04 | The Mark of the Beast
    AXIOM Issue 04 explores mythic and symbolic character design, blending human and creature forms through bold shape language and graphic composition. The series focuses on strength, ritual, and iconography, using stylised realism and AI-assisted workflows to create striking, production-ready concepts.
    uniE608 AXIOM Issue 03 | Beat-Down Alley
    AXIOM Issue 03 explores gritty street-level character design set within a beat-down urban alley. Focused on attitude, silhouette, and raw visual storytelling, the series captures a cast of worn, rebellious figures through stylised realism and AI-assisted workflows.
    uniE608 AXIOM Issue 02 | Xolo Guardians
    AXIOM Issue 02 explores grounded human character design through cultural influence, costume variation, and strong silhouette. The series focuses on building a cohesive visual identity across multiple archetypes, balancing realism with stylised clarity. Created using traditional fundamentals and AI-assisted workflows to produce production-ready concepts.
    uniE608 Axiom Issue 01 | The Andromeda Dignitaries
    AXIOM Issue 01 explores stylised alien character design through strong silhouette and cohesive shape language. The series defines a unified species identity across multiple archetypes, balancing elegance and variation. Created using traditional fundamentals and AI-assisted workflows to produce high-quality, production-ready concepts.
    uniE608 RPM Auto game trailer
    A cinematic studio render of stylised performance cars, focused on lighting, form, and surface detail, created using AI-assisted workflows for a polished, production-ready presentation.