J. Devin St. Clair / BIO 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

Devin St. Clair

PRO

J. Devin St. Clair / BIO 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

Available to hire

J. Devin St. Clair / BIO

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

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Language

English
Fluent

Work Experience

Principal Artist at Parkside / Cloud Chamber
March 1, 2018 - September 1, 2025
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.
Lead Mission Architect at Hangar 13
May 1, 2015 - March 1, 2018
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.
Senior Level Architect at Hangar 13
July 1, 2014 - May 1, 2015
Design, layout, and implementation of mission environments; visual design and development of mission spaces; coordinate with design, narrative, lighting, and FX departments; concepts, sketches, and schematics to aid level development.
Contract Artist at Fun Bits Interactive
February 1, 2014 - May 1, 2014
Concept art, visual design, and environment development for unannounced mobile game; concepts art for characters, environments, and GUI; design and develop environments; concepts, sketches, storyboards, and graphic design.
Lead Level Architect at 2K Marin
January 1, 2012 - October 1, 2013
Lead team in the development and implementation of level art; lead team of level architects in the design and creation of environments and assets; planning, pre-production, level layout, visual design, and construction of environments; coordinate team efforts with design, modeling, VFX, narrative, audio and tech departments; storyboards for level walk-throughs, scripted events, and cut scenes; concepts, sketches, and graphic design.
Senior Level Architect at 2K Marin
September 1, 2008 - January 1, 2012
Design, layout, implementation of level art; visual design and development of environments; planning, pre-production, level layout, visual design, and execution of mission environments; work closely with designers, narrative, lighting, and FX departments; concepts, sketches, schematics to aid level development.
Designer & Pre-Vis / Storyboard Artist at Virtual Space Entertainment
March 1, 2008 - September 1, 2008
Helped design an MMO virtual world using the CRYSIS engine; defined and implemented world building pipeline; developed design concepts to integrate story elements into environment design and world layout; planned, scheduled, and guided development; exploratory concepts and documentation for 3D interface to web browsing.
Principal Artist at Stormfront Studios
January 1, 1993 - December 31, 2008
Visual design and art production for video games; concept art for environments and characters; storyboards for cinematic cut-scenes, level walkthroughs, action and combat sequences; level layout and visual design for environments; UI, screen design and custom lettering; animation; art and design support for promotional and pitch material.
Artist at Powell Corporation
January 1, 1990 - December 31, 1993
Illustration and design for skate art; graphics for skateboards, t-shirts, stickers, videos and printed materials; clothing patterns, marketing art, and trade show environments and elements.
Principal Artist - Lead Environment Artist - Lead World Artist - Lead Artist at Parkside / Cloud Chamber
March 1, 2018 - September 1, 2025
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 Artist – BIOSHOCK 2 DLC: Minerva’s Den at 2K Marin
September 1, 2008 - January 1, 2012
Art direction for Minerva’s Den DLC; design, layout, and level art; visual design of environments; concepts, maps, and storyboards to define level experience and flow; level layout, construction, lighting, and optimization in UNREAL editor; manage and art direct level asset creation for in-house and outsourced providers.

Education

Computer software coursework at University of California, Santa Barbara
January 11, 2030 - March 18, 2026
Applied Graphics Program - drafting, illustration, graphic design and typography at Santa Rosa Junior College
January 11, 2030 - March 18, 2026
School of Expressive Arts - drawing and animation at Sonoma State University
January 11, 2030 - March 18, 2026
at University of California, Santa Barbara
January 11, 2030 - March 18, 2026
Applied Graphics Program at Santa Rosa Junior College
January 11, 2030 - March 18, 2026
at Sonoma State University
January 11, 2030 - March 18, 2026
drawing and animation at School of Expressive Arts
January 11, 2030 - March 18, 2026

Qualifications

Various Courses and Seminars - drawing, painting, software, web design, project management
January 11, 2030 - March 18, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Education