Devin St. Clair
I enjoy visual storytelling and creating imagery that is unique, memorable, and communicates the concept or idea clearly, using both traditional and digital mediums. My name is Devin St.
About
I enjoy visual storytelling and creating imagery that is unique, memorable, and communicates the concept or idea clearly, using both traditional and digital mediums.
My name is Devin St. Clair. I have worked as an Artist, Illustrator, Graphic Designer, Art Director, Storyboard Artist, Concept Artist, Animator, and Video Game Developer. I have a wide range of skills in both traditional (pencil, pen & ink, scratchboard, watercolor & gouache, and oils) and digital media (Photoshop, Illustrator, and 3D applications).
I simply love to draw. I think with a pencil. As a child I would draw pictograms for phone messages before I knew how to write or spell. In school my notebooks were filled with doodles and sketches rather than notes. To this day I am never without a fountain pen and sketchbook, filling up the pages with doodles, sketches, and all the ideas and images in my head.
In school I took a few drafting courses that helped me understand how to achieve clean, high-quality line work and I started incorporating these techniques into my illustrations. It didn’t take long to realize that being an artist was how I wanted to spend my life. I became a freelance illustrator and graphic designer.
I went to work for Powell-Peralta Skateboards in Santa Barbara. The variety of projects and freedom I had as an artist gave me ample opportunity to explore style, hone my skills, and learn new techniques. I designed graphics for skateboards, T-shirts, stickers, and even fabric patterns for the clothing line. I learned how to make art for screen printing and for mass production on a variety of merchandise.
Although trained in traditional design and illustration, I took an interest in the digital art world and transitioned into a career as a video game artist/developer. I’ve spent many years in the industry working on various aspects of the game from concept art & design, animation, user interface, to environment design and world building. I added Photoshop and Illustrator to my design tools along with 3D modeling. Working in 3D really enhanced the way I think about composition and incorporating lighting.
Over the years I have worked in a variety of roles which has given me a broad perspective. I’ve learned and employed a variety of mediums, both traditional and digital, to achieve the desired results. The common thread has always been a keen curiosity, a vivid imagination, a desire to achieve mastery, and a commitment to quality. Each project requires an approach or treatment that best underscores and supports the intended vision. In the end, I enjoy visual storytelling and creating imagery that is unique, memorable, and communicates the concept or idea clearly.
Cheers
- 34 years' experience
- Joined March 2026
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
- Professional Services
- Education
Work experience· 9 roles
Co-dev lead for BIOSHOCK 4; internal and co-dev studio level art leadership; look-dev for architectural style and world layout; coordination across design, narrative, lighting, VFX, and engineering; led level artists; planning, pre-production, level layout, visual design, and execution; managed outsourcing with co-dev studio; produced concepts, sketches, and storyboards to aid level development.
Lead internal team in the development and implementation of level art. Art Lead for co-dev studio level development. Lead Artist for Cinematic sets and scenes. Look-dev for architectural style and world layout. Coordination with game and level design to establish metrics. Lead team of level artists in the creation of game environments. Facilitate planning, pre-production, level layout, visual design, and execution for level environments. Coordinate team efforts with design, narrative, lighting, VFX, and engineering departments. Coordinate and manage outsourcing efforts with co-dev studio level art team. Concepts, sketches, storyboards, and schematics to aid in level development.
Led mission level art development for Mafia 3. Directed a team of level architects in creating mission environments. Planned and executed level layout, visual design, and mission execution. Coordinated with design, narrative, lighting, VFX, and tech departments. Managed outsourcing with Brno team and external partners for mission spaces. Created concepts, sketches, storyboards, and schematics to aid level development.
Education
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