Creature Academy (USA)aka Taming Monster (KOR)
CONTEXT: UI/ UX mockups for games brought from Asia to the US and Europe. I broadly suggest moving away from "bento box" framing (boxes inside boxes inside boxes) and toward a "widescreen" approach that utilizes overlays/ transparencies for a cinematic feel that gives the art room to breathe plus improved readability and functionality. I avoid reinventing the entire UI/UX in favor of clearly explained bang:buck improvements that show the redesigns are not purely cosmetic. These were adopted into the projects I partnered with and were incorporated as ongoing best practices into adjacent live and developing games at the developer.







Metal Skies
CONTEXT: As above, opening up the HUDs of this open-skies dogfighter as widescreen windows into the world with edge-to-edge imagery, transparent overlays, and a heirarchical focus rather than screens of cramped panels and distracting eyehooks.




Blades of Excalibur
CONTEXT: Guided a Shanghai-based developer through reskinning a Three Kingdoms game to fantasy Arthurian. I provided reference imagery, historical and literary lore bibles, and ongoing feedback to get as close to the target as possible, plus branding/ logo/ audio/ L10N/ editing, &c.

ORIGINAL THREE KINGDOMS ART


RESKINNED ARTHURIAN ASSETS







The Godfather: Five Families
Trailer director: Jake Hughes · Illustrator: Winona Nelson · Lead: Thomas Denmark
CONTEXT: Early project pre-team concept direction to keep pitches and progress going while staffing the art team.









Trojan War: Reckoning of Zeus
CONTEXT: Early content direction while staffing the team.





