Game Art

 “I combine gameplay-driven aesthetics, spatial design and visual storytelling to create engaging player experiences. In order to improve gameplay and narrative impact, I always strike a balance between inventiveness and clarity in my work, which includes environments, interfaces, combat encounters, and cinematic scenes.”

Graphic Design

Creating cohesive visual identities and in-game assets that reinforce tone, style, and player immersion.

Level Design

Designing spaces that guide player flow, challenge decision-making, and integrate storytelling into exploration.

UI Design

Building intuitive, responsive, and thematic interfaces that enhance clarity without breaking immersion.

Narrative Design

Weaving story into mechanics, environments, choices to deliver emotional resonance and player agency.

Combat Design

Structuring encounters, abilities, and enemy behaviors to create engaging, tactical, and rewarding gameplay.

Cinematics

Directing story moments with pacing, framing, and visual language that elevate both drama and player connection.

Dive Into the Stories, Test the Systems

Graphics Design

 Most of the graphic design work in this section was created by a two-person team: myself and Muhammed Faiq, a skilled graphic design intern. Together, we collaborated closely to bring these visuals to life.

Level Design

I have a strong grasp of world building and lighting in Unreal Engine to develop engaging experiences with environments that assist player flow and support the tone of the story. The following videos demonstrate some levels I’ve worked on throughout my career, considering environment and visual storytelling.

User Interface Design

Through applied experience, I have designed thematic, functional interfaces that build clarity while maintaining immersion. Here are a few examples from HUDs and splash screens to skill trees and department menus to showcase my ability to design cohesive UI layouts that complement game play and user experience.

Narrative Design

Narrative design is at the core of my creative practice. it’s the craft of creating story blended with gameplay and player choice. You can download the Narrative Design Portfolio below for a deeper dive into documentation and process. The videos below are documentation of individual narrative pieces I worked on in different projects, and can also be accessed in full upon request.

Story/Narrative Pitch

Pitch: Betrayed and left for dead, Ryota is saved by Diago , a wandering swordsman whose past is as shrouded as the world they cross. As they traverse a land scarred by war and supernatural decay, Ryota begins to awaken powers tied to something ancient and corrupt. With each battle, his strength grows and so does the fear of what he’s becoming. Torn between vengeance and destiny, Ryota must uncover the truth behind his curse and choose whether he will master the darkness within… or let it consume him.

Genre: 2.5D Soulslike Action RPG

Tone: Tragic & mythic, a Tale of Friendship.

Worldbuilding Bible (Lore Book)

Set in a skybound world untouched by humankind, Little Dragon Wings unfolds across a realm where baby dragons learn to fly, fight, and grow amidst the clouds. Beneath the charm and warmth of its storybook skies lies an ancient balance—between creation and corruption—governed by the power of the Skyfruit, the life essence that keeps the floating isles aloft.

Learn more about:

World: The Skydrift Realms …

Factions & Societies: Hatchling Clans -Peaceful tribes …

History Timeline: Year 0 -The Birth of Skyfruit …

Missions Designed

Quest Title: “The Ashborn Covenant”

Narrative Setup: Deep within the Sanctum of the Broken God, Kaelen discovers an ancient altar scorched with celestial fire. A surviving priest, blinded by the Echofire, still guards the remnants of a vow made centuries ago. To restore his lost memories, Kaelen must decide whether to rekindle the Covenant or burn it away forever.

Objectives: Investigate the Sanctum ruins and recover fragments of Kaelen’s past vows.

– Confront the Blind Priest and uncover the truth.

– Make Key Choice on whether to help the Priest or not.

Emotion-Weighted Dialogue System

Mechanic: Kenji’s dialogue choices shift emotional alignment across three core axes :Loyalty, Compassion and Ambition thus influencing relationships with key clan leaders and Onna.

– Loyal → Gains favor with the Samurai but alienates Shinobi allies.

– Compassionate → Strengthens bond with Onna, weakens Shogun trust.

– Ambitious → Attracts powerful allies, risks moral corruption.

Design Rationale: Builds emotional stakes Kenji can’t please every faction as every word forges or fractures alliances that determine who stands beside him in the final battle.

Combat Design

Developing combat design is one of my strengths and passions. I thrive off of building responsive systems, player feedback loops. Basically tactical encounters that feel impactful and rewarding. The videos below showcase some of the combat systems that I have built, but I encourage you to check out the full YouTube playlist to see the full breakdown for each.

Cinematics

I have beginner-to-intermediate experience in cinematic direction with Unreal Engine focused on pacing, visible framing along with mood to enhance storytelling. The below videos are examples of in-game cinematics that I created—utilizing animation and dialogue to create moments in the narrative that provoke an emotional response.