VISUAL DEVELOPMENT
A collection of my work in visual development. Whether for a commission, game, or a passion project, these piece encompass some of my best illustration and user interface work.Select a discipline below to see the work, its vision, and a comprehensive breakdown for each piece. For other discipline-focused breakdowns, visit TECHNICAL ART, and ANIMATION. For a list of the games I've worked on and my role in each project, visit GAMES.
2D Illustration







'Startographer Illustration'
Clip Studio Paint, Blender | 2026
Final Illustration
Illustration Timelapse
Created as splash artwork for my Patreon branding, this piece combines 2D illustration with a Blender-assisted environment and perspective workflow. I iterated on several compositions before settling on this close, theatrical framing, using depth of field, foreground obstruction, lighting, and layered effects to create a stronger sense of space than I typically use in my 2D work.
'The Girl With The Dragon Tattoo'
Clip Studio Paint, Blender | 2023
Final Illustration
POSE REFERENCE | CHARACTER COMPOSITION | CHARACTER RENDER | ENVIRONMENT RENDER | GREYSCALE
Created as a conceptual illustration for Embers Amongst the Pyre, this piece explores Nyx's relationship with dragons through a large-scale fantasy action composition. I combined 3D posing and environmental blocking in Blender with final illustration work in Clip Studio Paint, using the 3D foundation to establish scale, perspective, and character placement.
'Nyx Portrait Illustration'
Clip Studio Paint | 2025
Final Illustration
Illustration Timelapse
This portrait study explored Nyx's facial design, expression, and softer side of her personality during an earlier stage of her development. I focused on loose linework, muted color, and a dreamlike presentation that contrasts with the more action-oriented imagery associated with the character.
3D Illustration








'Gypsy'
Blender, Substance Painter | 2026
Final Illustration
ALTERNATE ANGLE | TOPOLOGY | TEXTURE MAPS | TOP VIEW OF BUTTERFLIES | VERTEX PAINTING
Personal Notes:
Created in memory of my mother, who passed away in 2026. Her encouragement shaped much of my relationship with art and music, and this piece was designed around ideas of warmth, beauty, strength, and remembrance.
Artistic Breakdown:
The character was sculpted and retopologized in Blender, with hand-painted materials created primarily in Substance Painter. Hair and accessory elements use curve-based geometry, while the dissolving silhouette and butterflies combine duplicated meshes, emissive materials, and vertex-painted masks. I also used the project as an opportunity to refine my character modeling, topology, texturing, lighting, and compositing workflow.
'Pineapple Panic Promo Illustration'
Blender, Clip Studio Paint, Substance Painter | 2024
Final Illustration
BLENDER SCENE | JOE SOLO SHOT | ALTERNATE SHOT, 1:1 VERSION, 9:16 VERSION W/ LOGO
Created as promotional artwork for Pineapple Panic, where I served as Product Owner and Lead Artist. I reused production character and environment assets, refining selected geometry where additional detail was needed for close presentation. The scene was lit and rendered in Blender across multiple aspect ratios, then finished in Clip Studio Paint with additional shading, color, and compositing adjustments.
'Adventurous Freedom over the Nighttime Skyline'
Blender, Clip Studio Paint | 2021
Final Illustration
CHARACTERS | ALTERNATE BACKGROUND SHOT | CITY & GEOMETRY NODE SETUP | FULL 3D SCENE | CAT ZOOM IN
A stylized 3D illustration inspired by the feeling of nighttime flight and classic animated fantasy. I modeled and posed the characters in Blender, built the environment around a moonlit coastal skyline, and generated much of the city procedurally using Geometry Nodes. The final render was then refined in Clip Studio Paint.
'Lilith'
Blender, Clip Studio Paint | 2021
Final Illustration
MODEL A-POSE | FULL BODY VIEW | ALTERNATE SHOT | RIG POSES | ALTERNATE POSE
Created as a commissioned streaming character based on an existing D&D design. I modeled and textured the character, adapted her appearance across alternate materials and poses, and produced a series of rendered illustrations for use in the client's branding. The project gave me an opportunity to translate an existing 2D character concept into a stylized 3D presentation while preserving the personality of the original design.
USER INTERFACE








Pineapple Panic UI
Clip Studio Paint | 2024
Original UI Direction & Final Version Gameplay
As Product Owner and Lead Artist, I established much of Pineapple Panic's original UI language. The interface was designed around the game's exaggerated 1990s-cartoon influence, using bold typography, saturated colors, chunky controls, and playful shapes across menus and gameplay. Some elements changed during final production, but much of the underlying layout and visual direction remained consistent.
Star Beads UI
Blender, Clip Studio Paint | 2024
Original Mobile UI Direction
Final Steam Implementation
I served as the sole artist during Star Beads' early development and helped establish much of its original visual and UI direction. The interface was initially designed around a mobile-first experience, with large touch targets, simple visual hierarchy, and strong shape-and-color recognition for younger players. Late in production, the project expanded to PC and several systems and assets were revised or removed. The screens above show both my original mobile direction and the final shipped implementation.
Lost Beacon UI
Clip Studio Paint | 2023
I joined Lost Beacon after its overall visual direction had already been established, so my goal was to create and refine UI that felt native to the existing game. I contributed several major interface elements, including typography, the journal, cursor, character nameplates, and Yukon's interaction icon, while also polishing existing assets to better unify the presentation.
Guardian UI
Clip Studio Paint | 2023
For Guardian's rework, I was tasked with helping unify an interface that had been assembled across multiple stages of development. I refreshed existing assets where appropriate and redesigned others entirely, establishing a more cohesive visual language around the game's fantasy setting and pixel-art presentation. The resulting UI uses consistent parchment-inspired panels, typography, iconography, and framing across menus, dialogue, upgrades, and gameplay.

































































