
Key Art for Lost Between Worlds
I was the Art Director for the final DLC of Far Cry 5. Working with the Toronto studio of Ubisoft, the art direction was a shattered universe, that broke as if made of crystal. This was the main advertising image for the game. Trailer: https://www.youtube.com/watch?v=ZnidwXjTli4

Dani about to jump into the water level
A key artwork for the Far Cry 6 DLC Lost Between Worlds that I was the Art Director for. This is a shot from the game from one of the levels, a shattered city inversely plunged underwater due to the shattering of the Far Cry universe.

Lost Between Worlds DLC - Esperanza
Made from pieces of the main city of FC6, the team made this shattered version, broken as if made of crystal. Broken buildings and the sky itself cracked.

FC6 Lost Between Worlds Crystaline Enemies
In a world that has been shattered like as if made of crystal, the enemies and weapons were reskinned in crystalline form. Our game twist was the ability to fire from a red weapon or a blue one, and only the matching colour could hurt each enemy choice. It was important to me that the enemies be easy to pick out, to tell what type of enemy they were, and have an iconic silhouette from all angles.

Avatar FOP Bladehead
Art Directed all of the newly invented creatures of Avatar: Frontiers of Pandora. This one in particular I also created the original concept for. Our designs were the first creatures in Pandora that were not designed by James Cameron himself. This creature uses his blade shaped head to squeeze into bush to escape from predators.

Avatar FOP Bone Helm Rhino
Art Directed all of the newly invented creatures of Avatar: Frontiers of Pandora. This one in particular I also created the original concept for. I was the art director fully responsible for the creatures.

Avatar FOP Scarab Crawler
Art Directed all of the newly invented creatures of Avatar: Frontiers of Pandora. One of my biggest influences in the design was the idea of transformation - that creatures should have some dramatic different visuals when possible.

Avatar FOP Whipfang Crawler
Art Directed all of the newly invented creatures of Avatar: Frontiers of Pandora. This one in particular, design wanted something with a ranged attack. The Whipfang Crawler sprays a caustic poison out of its mouth at potential threats.

Avatar FOP Echo Stalker
Art Directed all of the newly invented creatures of Avatar: Frontiers of Pandora. Highlighted in the trailer for the game, this creature opens and closes its ears to help it locate sounds it hears in the environment, making it an excellent sound-based hunter.

Ubisoft Shanghai's biggest project so far, even to date. I led a team of 25 internal artists working with over 350 artists at 11 outsource vendors across China.

With so many props, we have legal right to recreate fairly few real-world items in Washington DC, and had to modify nearly everything, but not so much as to make it feel inauthentic.

where we could we used photogrammetry scans to capture the many statues in DC. When we couldn't for legal or technical reasons, we used kit-bashing to quickly populate our needs.

Our team concepted and created vehicles that felt like the real world brands. The trick was to make them believable but unique to our game.

A mix of megascans and our own scanning methods were used to create photorealistic foliage.

As a looter-shooter, much loot is required to make the game fun. We supported the lead studio in creating modular and custom weapons new to the series.

We also made most of the gear used for your personal skills in the game.

From backpacks to knee-pads, every piece of gear has a quality level, purpose, and brand, concepted, modelled and textured by my team in Shanghai.

My team and I took full responsibility for the civilian system, from pipeline to roster to concept to creation.

In addition to shirts and pants and shoes, we also made full outfits for the player character, loot for special mission and vendor exclusives.

127 Unique Characters
Several levels of unique character in this project. Some required unique heads and some unique clothing items, some used our generic pool but supplemented with unique hat or special pattern on their shirt. The simplest version were made exclusively from our randomized asset pool, but curated to make them stand out.












Space Marine Magazine Cover

Hi resolution renders of characters from UFC 2009

WWE Superstars

Saint's Row 3 Action Shot

Darksiders II Concept to Model Process

Darksiders II Legion Guard Model

Dark Millenium Online Statue

Dark Millenium Online Statue

Darksiders II Statue

Dark Millenium Online Earth Pool

Avengers Game; Super Skrull

Space Marine Planet Defense Gun

Space Marine Environment Prop

Space Marine Imperial Guardsman

Space Marine Armour Concepts

SpaceMarine Game Ork Weapon Concepts
