Built the visual identity for Voyagers of Nera from pitch through production: character design, worldbuilding, environments, and the documentation that kept a 10-person art team consistent. Contributed to $18M in funded IP pitches across multiple original game projects.
Previously shipped titles at Industrial Toys (Midnight Star, Midnight Star: Renegade) and worked on Rumbleverse for Iron Galaxy and Exiles of Embermark for Gunslinger Studios.
Open to Art Director, Lead, and Senior Concept Artist roles in games. LA-based, open to remote.
• Built and led the art department for Treehouse Games across 7 years of original IP development.
• Secured $18M in funding across multiple IP pitches through pitch decks and concept work that had to sell a vision before any gameplay existed.
• Defined the complete visual identity of Voyagers of Nera: character design vocabulary, faction visual language, biome aesthetics, enemy hierarchy, and color philosophy — from early concepting through production handoff.
• Managed a 10-person art team (internal and outsourced), maintaining quality and cohesion across character, environment, and prop pipelines simultaneously.
• Created style guides, mood studies, and visual references that enabled consistent output without constant senior review — the standard most AD teams never reach.
• Collaborated directly with design, animation, and engineering to ensure concept work was production-viable: correct silhouettes, buildable geometry, animation-friendly proportions.
• Contributed to the visual development of Rumbleverse during early pre-production — character concepting, costume exploration, and prop design for the battle royale brawler IP.
• Contributed to the visual development of Exiles of Embermark — a highly anticipated mobile PvP RPG that received a Wargaming publishing deal and extensive press coverage before funding challenges halted production.
• Designed characters, gear systems, and environmental concepts across a fantasy IP with a distinctive stylized aesthetic, from early exploration through near-final production art.
• Shipped Midnight Star and Midnight Star: Renegade — two consecutive titles — producing character, environment, and UI-adjacent concept work across both mobile shooter projects.
• Collaborated directly with 3D and animation teams through paintovers and iterative feedback, keeping production moving across a fast-paced mobile dev cycle.