Visual development artist with 11+ years in games and animation
Passionate about creating emotionally engaging designs and illustrations through use of color and light. Worked in several different branches of entertainment, ranging from AAA to indie games, themepark design, board games and animation. Capable of analysing and adapting a wide range of art styles and has experience directing projects and managing teams. Loves sharing knowledge and coaching fellow artists. Teaches/mentors when time allows.
Painting background art for Supercells Brawlstar animations. Done in collaboration with Sun creature and Isshobi. I've also done color key and script design and props
Working as a freelance concept artist/ illustrator in videogames, film, animation and anything in between. Investing a lot of time in self-improvement and art-specific skills and my network while taking jobs whenever they come to me.
Working with the Engine software team to develop the visual style of a yet unannounced project. Mostly through through environment design, key visuals and overpaint work to help the team find the right balance in terms of color, style and readability.
I joined Insomniac games just after spider-man PS4 was announced. I worked on a big number of illustrations which were to be used in-game as picture frames, newspaper images or other portraits. I worked on the main game as well as the downloadable content for about a year until production was wrapped up.
At Submarine I spent most of my time doing set design within a great team of various disciplines. I created mood paintings, technical drawings and the design of the actual locations. I also worked on prop design and assisted the 3D team with rough models
At Joravision I mostly coloured in pre-drawn illustrations. These drawings were theme park related so they would often end up being constructed in real life. This meant that there was a lot of detail to work with. My main focus here was to bring readability to the scene, give it a certain mood, highlight the important parts and to hit a certain emotion.
Assisted in the visual development of Uphill rush for a short time. I mostly worked on character and color designs.
Worked as a concept artist within the art department of Green dot Games. Creating the visual side and the feel of the game Forest heart with an international team of multidisciplinary professionals.