I’m an Art Director, Concept Artist, and Illustrator focused on visual development for games and interactive entertainment. My work revolves around transforming early ideas into clear visual languages that guide production, from the first sketch to final assets. I’ve spent years building visual identities, defining art direction, and designing characters, environments, and worlds that support both gameplay and narrative.
I enjoy shaping the overall artistic vision of a project while ensuring design decisions remain practical within real production pipelines. At the core of my process is a strong foundation in traditional 2D sketching. Clear, linear design remains the fastest and most reliable way to explore ideas, solve visual problems, and define a shape language before moving into more complex stages. I’m particularly interested in exploring 3D design through voxel-based approaches and CAD-driven forms, where precision and modularity can inform strong visual structures for game worlds and assets.
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Environment concept art for the Phantom Doctrine game; 2016;
https://www.twine.net/signin
https://www.twine.net/signin
https://www.twine.net/signin
Client: Gruby Entertainment.
Subject: Non-playable Characters conceptual art.
https://www.twine.net/signin
Weapon and Environment Concept Art -Designed in Photoshop, Blender 3D, 3DCoat…
https://www.twine.net/signin
https://www.twine.net/signin
Icons, UI mocaps.
https://www.twine.net/signin
Storyboards, mocap sketches.
https://www.twine.net/signin
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