Shoresy: Legends of the North

As Character Art Director, I built a roster designed to read instantly on a phone screen while keeping the source material’s gritty, chirpy attitude. Bold shape language (oversized shoulders and gloves, small heads, chunky skates) and a wide range of body types make every player recognizable by silhouette alone. I then guided the translation from hand-inked concepts to toon-shaded, low-poly 3D, so the in-game characters feel like the illustrations brought to life.

Courting Glory

For Courting Glory, a fighting game deck builder inspired by classic Capcom fighters, I designed a roster of loud, larger-than-life brawlers built for big personalities and instant readability. Each fighter has a distinct silhouette and color identity, from a gas-masked pharaoh in gold robes to a punk bruiser in hot pink and neon green, with jersey numbers and athletic gear tying the cast together. Designs moved from rough sketches to clean turnarounds ready for production, and dynamic key art captured the high-energy, over-the-top combat at the heart of the game.

Face to Face Games

For Face to Face Games, I created a cast of fantasy characters, mostly anthropomorphic animals cast in classic adventuring roles: a hulking bear brawler, a raccoon rogue, a goat knight, a hooded beaver ranger and a winged spellcaster with a glowing tome. Each piece pairs painterly rendering with a bold, single-color background, giving every character its own signature hue so the full set reads as a unified, collectible lineup. The studio’s crest is worked into armor, shields and gear, tying the cast back to the brand.

Super Code Strike

As Character Art Director, I defined a voxel style I called “bubblegum cyberpunk,” an optimistic take on the genre that trades grime and neon gloom for candy pinks, electric purples and playful attitude. Characters went from loose sketches to voxel models built on a consistent formula of oversized blocky heads, wiry limbs and chunky weapons, giving a large, quirky roster strong silhouettes and instant personality on a small screen.

Leviathan

For Leviathan, a massively multiplayer game, I designed a roster of low-poly monsters alongside the game’s hero characters. The monsters lean into humor and weirdness, like a top-hatted voodoo gator, a cyclops in a necktie with a coffee mug, and a TV-headed yeti. Each one is built from bold, faceted shapes, flat color and heavy outlines, so it reads clearly in a crowded multiplayer space and stays light enough to put plenty on screen at once. Every design went from loose sketch to turnaround to model, with the faceted style kept consistent from the first drawing to the final asset.

Hate the Player

For a documentary about Ben Johnson, I created a set of retro, 8-bit-style pixel art that recasts the key figures of the 1988 doping scandal as arcade-style “character select” cards. Each person gets a detailed pixel portrait paired with a tiny animated running sprite, with signature details like tinted glasses, wild hair and loud suits doing the heavy lifting at low resolution. The cast then comes together in a chaotic track race, turning a complicated real-world story into something playful, instantly readable and true to the era’s video game aesthetic.

Dark Threads

For Dark Threads, I developed costume and character concepts for a sci-fi lead, exploring his look across story beats, from a sharp, paneled uniform to worn streetwear with cybernetic implants and a crystal pendant. The character designs are fully hand-painted, faces included, with no photobashing, to keep the focus on likeness, mood and material detail. That work carries into a neon-lit keyframe, where some photobashing helps build the cramped, cable-strewn interior around a painted figure jacked into holographic displays.