Senior/Lead 2D Concept Artist with 14+ years of experience in mobile and PC games, specializing in character and environment concept art, UI/UX, and icon/asset design. I lead art direction and collaborate closely with designers and animators to turn gameplay needs into production-ready visuals.
I’ve art-directed and scaled pipelines for live-ops titles and led teams of up to ~20 contributors on illustration-heavy card and promo projects. I also integrate AI-assisted workflows (Midjourney/Stable Diffusion/ComfyUI) to accelerate ideation and production while keeping the final art consistent and high-quality.
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llustrator for Crystal Age, an upcoming fantasy board game by Gravita Games (creators of Sanctorvm), currently in crowdfunding/pre-launch stage. Delivered 2 key illustrations depicting the game’s creatures and biome-driven fantasy world, matching the project’s dark, atmospheric visual identity. Illustrations created to support the game’s Kickstarter/Gamefound campaign materials, contributing to the visual pitch that helps convert backers.
Freelance Lead 2D Concept Artist at Side Inc., delivering ongoing art production for Supercell’s Hay Day and Boom Beach. Work spans UI/UX-adjacent illustration, character and prop art, and seasonal/event content, produced to match each title’s established visual language and Supercell’s high production bar. Balancing fast turnaround with consistent quality across a live-service pipeline serving one of mobile gaming’s top studios.
Art Lead on Sweet Escapes at 1518 Studios for 5 years, overseeing the game’s visual identity across characters, environments, UI, and promotional art. Led and mentored an art team, established and maintained style guides, and worked closely with game design and production to keep the visual pipeline consistent across a long-running live-service title. Combined hands-on illustration with art direction responsibilities — reviewing team output, setting quality bar, and ensuring visual cohesion across hundreds of content updates over the game’s lifecycle.
Illustration artist on Cards of Ethernity, a collectible trading card game (TCG). Produced 6 character and creature illustrations, working closely with art direction to maintain visual consistency across a large card set. Balanced stylized fantasy design language with production-ready detail suited for print and digital card formats, designed to read clearly at small scale and hold appeal as collectible art in its own right.
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Concept and card illustration work for Long Dark Sea, a dark-fantasy/nautical-themed card game. Delivered 20 character and scene illustrations built around the project’s atmospheric, moody visual identity — combining painterly rendering with strong silhouette design for instant card recognition on the table.
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Concept & illustration artist for Defiance, a dark fantasy card game published by WINGS Stiftung. Delivered [60+] full-illustration cards in a realistic dark fantasy style — characters, creatures, and key art pieces built to work within tight card-frame compositions while holding up as standalone illustrations. Focused on mood-driven lighting, texture-heavy rendering, and readability at small print sizes — critical for TCG/CCG art where a piece has to communicate instantly on the table.
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