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Concept Art Director — Undisclosed Project
These works are my own, created as part of a redesign of the production pipeline.

I developed concepts using a real-time, in-engine asset approach, ensuring all work was built to scale and immediately playable for rapid iteration.
This allowed for fast testing of gameplay, space, scale, lighting, and atmosphere directly within the game environment.

Methodology: A Combination of 2D, 3D, and in-game engine (UE4) original concept development.
Focus Areas: Layout, gameplay integration, and visual direction.

NEON-UNDERWORLD-by-@PunchDeck.mp3

Abstract space design and art. UE4, 3D Max, Photoshop.

Puzzle game-play design and concept art (playable). 3dMax, Photoshop, UE4

Modular art assets design concept. 3dMax, Photoshop, UE4

Abstract space puzzle scene. 3dMax, Photoshop, UE4

Architectural design and brief – XCOM Enemy Unknown

Detailed concept art work. 3dMax, Photoshop, UE4

Puzzle design and art concept. 3dMax, Photoshop, UE4

High-level design concept. 3dMax, Photoshop, UE4

Abstract space puzzle scene. 3dMax, Photoshop, UE4

Character concept and artwork – 3D Max/Photoshop

Multiplayer game arena concept and layout – Design, 3D work, SFX, lighting

Game Art – Art Direction and 3D work