For 9 years, I have translated ambitious ideas into distinctive, playable worlds, leading art teams from first reference and storyboard through final in-engine execution and optimization.
Direction is strongest when the visual idea and the production plan are the same conversation.
I lead game-art teams of different sizes, on site or distributed, and align external vendors around a visual target the whole production can understand. Clear standards, practical documentation, and focused reviews keep quality, schedule, and engine constraints in the same conversation.
The vision, story intent, and visual language begin with my direction. I use current tools to research faster, test more possibilities, develop story and mood, and turn decisions into useful production guidance. ChatGPT and Claude help structure research, narrative beats, and documentation; Leonardo and Stable Diffusion help compare visual hypotheses before the art team authors the final result.
01Art leadership
Visual standards, feedback, and decisions the art team can execute.
02World building
Reference, composition, blockout, lighting, and readable hierarchy.
03AI-assisted pre-production
Faster alignment through mood, storyboards, and documented targets.
04Technical optimization
LODs, modular kits, trim sheets, atlasing, and intentional geometry.
052D UI + vector art
Readable interface graphics, icons, and scalable visual systems for games.
06Unity + Unreal Engine production
Hands-on, end-to-end experience across scene assembly, materials, lighting, asset integration, profiling, optimization, and final in-engine delivery.
Selected workThree production case studies
Three worlds. Three production systems. One accountable visual direction.
Each case opens into its own project page: focused visual research, reconstructed concept-phase decisions, annotated color and material analysis, art-team leadership, and optimized in-engine output.
Triangles per ship, with the gameplay read protected
Roblox live gamesArt direction + live operations
Art Director · Roblox Studio
Built to launch. Directed to keep evolving.
I directed art for live Roblox games including Giant Simulator, Dunking Simulator, and Factory Simulator. The work combined environment and prop direction, lighting, cross-device readability, seasonal content, and review systems that kept frequent updates visually consistent.
Live production
Updates, events, and seasonal releases
Art leadership
Assets, lighting, visual tone, and review
Platform focus
Roblox Studio across device ranges
Factory SimulatorWorld identity, landmarks, and live-content readabilityDunking SimulatorGameplay spectacle, lighting, and event-ready presentationGiant SimulatorEnvironment direction and scalable visual standards
Production toolkitArt craft + real-time execution
A wide toolkit. One authored visual language.
My practice spans sculpting, modeling, materials, rendering, engine integration, 2D UI, vector art, visual development, and production communication. The software changes with the problem; the visual standard remains consistent.
Game-art production
ZBrush
Blender
Maya
Photoshop
Unity
Unreal Engine
Substance 3D Painter
Marmoset Toolbag
Production coordination
Figma
monday.com
Trello
ClickUp
Used for visual reviews, task ownership, milestone planning, vendor communication, and keeping art production visible across on-site and distributed teams.
AI-assisted tools
ChatGPT
Claude
ComfyUI
Lovable
Leonardo AI
Tripo3D AI
Used for research, story development, rapid visual comparison, workflow prototyping, and clear documentation under an authored art direction.
Personal art
The brief ends. The craft keeps moving.
Character, creature, environment, blockout, and production studies curated from the strongest work in the portfolio deck.
Worlds, characters, and motion tested before production.
Clearly disclosed concept-phase studies spanning game worlds, character consistency, lighting, action, image-to-video, last-frame continuation, and a documented custom-node workflow.
Clear visual direction, carried through production.
Open to Art Director and Lead 3D Artist opportunities with game studios seeking strong visual standards, game-art team leadership, adaptable on-site or distributed collaboration, vendor alignment, and engine-aware optimization.