I’m a senior concept artist working in games and preproduction, with a strong focus on environment design and worldbuilding.
Coming from a strong 3D background, I understand the full pipeline from concept to in-engine implementation. I can quickly identify potential production and implementation issues at the concept stage.
Alongside studio work, I developed Realm of Specters, a self-initiated dark fantasy visual IP built as a full preproduction exercise. The project covered biome and location design, large-scale environments and architecture, enemy and boss design, UI exploration, and cinematic keyframe sequencing. I also translated one of the locations into Unreal Engine to validate visual decisions in a playable context, focusing on player pathing, spatial readability, and levels of interaction with the environment.
Currently available for freelance, contract, and full-time opportunities.
Full time environment design development
An unannounced adventure game for PC, world buidling and creating visual style of the project in collaboration with the art director
Environment concept art and keyframe art for unannounced game.
Project Breach