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ART DIRECTION

 

I've been Lead Artist, Art Director, or Creative Director on numerous published titles.  Below are just a few samples.

I was lead artist on Majesty: The Fantasy Kingdom Sim.  Besides leading a team of 9 artists, I worked on all aspects of creation including concepting, interface, sprites, terrain, animated cutscenes, game design guide layout, portraits, promotional material, 3D modeling of buildings and characters and so on.  This was published around 2000 by Infogrames with The Northern Expansion released soon after.  Since then another company has released Majesty 2 and yet another developer released an app for tablets.   The Majesty franchise lives on!

I was Art Director on UNO Undercover.  This game wrapped a wacky Mom-as-Super-Spy adventure around UNO tournaments.  You compete in a variety of round-the-world locales against all sorts of toon characters.  Win achievements and customize your outfit to suit the spy scene all while juggling a husband and children.  This game was created in Flash and was developed under super tight deadlines.  All environments and art were created in flat-shaded style by 2 contract artists and myself.

I was Creative Director for the above 3 Fate sequels:  Fate: Undiscovered Realms, Fate: The Traitor Soul, and Fate: The Cursed King.  I managed the development, I lead the art team, I co-designed.   These were published by WildTangent and Encore between 2008 and 2011.  This game used an original 3D engine (the pre-cursor to Torchlight engine) and so had 3D monsters and dungeons galore.  The gameplay was "Diablo-lite" dungeon crawl with a cuter style, less grim.  The last release had a multiplayer online aspect.

I was Art Director on Blood & Ruby.  This game mixed hidden object scenes with mini-games and followed a suspenseful mystery storyline.  You play Ruby who searches for her lost brother in the city of Venice. It turns out that (-spoiler-) he was kidnapped by... yep, vampires!  I led three other artists to complete this project in Flash.  The style is intentionally painterly rather than photo-realistic to support the antique flavor of the game. 

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