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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












