Renfei Luo
I’m a concept artist and toy/environment designer passionate about bringing characters and hard-surface worlds to life with strong visual storytelling and polished design execution.
About
I’m a concept artist and toy/environment designer passionate about bringing characters and hard-surface worlds to life with strong visual storytelling and polished design execution. I enjoy working across character design, hard-surface styling, and environment concepts, and I’m especially driven by the details that make a product or game world feel believable and exciting.
Through experience designing for teams like Mattel and creative work in game development, I’ve learned how to move from early concept to production-ready deliverables while collaborating closely with artists, engineers, marketing, and QA. I’m excited to keep growing—adapting to new styles and pipelines—while contributing reliable, high-quality ideas and clear progress on every project.
- 2 years' experience
- Joined October 2026
Languages
- EnglishAdvanced
- Spanish; CastilianIntermediate
Industry experience
- Gaming
- Media & Entertainment
- Consumer Goods
- Manufacturing
Work experience· 4 roles
Designed toy concepts with the Pixar Cars team and the Matchbox team. Helped launch new Disney Jr toy lines with updated licensed content, collaborating closely with the license team to maintain brand recognition while pushing design innovation. Oversaw the process from concept to on-shelf product for both die-cast vehicles and plastic products, working cross-discipline with marketing, engineering, and QA to ensure the quality of final deliverables.
Freelance concept work for multiple clients, primarily focusing on hard-surface concept creation. Created legendary weapon skins for High Guard; developed sketches and ideations based on existing themes and characters; finalized and polished sketches into production-ready concept deliverables.
Worked on a sci-fi incubation project as one of the only two concept artists on the team. Produced a range of concept tasks including hard surfaces, characters, and environments, and collaborated closely with the art director, 3D team, and design team to explore and further develop game aesthetics.
Education
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