Designed for play
Intro: How My Art Learned to Move
I used to think illustration was the final frame. That once I captured a feeling, a moment, a metaphor — that was it. But then, something shifted.
I began imagining what happened after the image ended.
- What if the character turned around?
- What if the wind moved?
- What if the world I drew had a sound?
That’s when I discovered game design — and I never looked back.
Now, I work at the intersection of emotion, storytelling, and interaction. I don’t just build images. I build experiences.


What I Do in Game Design
Not everything I create makes it into a final build. But every element I craft serves one purpose: to feel alive.
Character Concept Art
From main heroes to background NPCs, I focus on creating figures that look like they have a story — even if they only appear for a second.
UI & UX Sketching
I help define the emotional tone of gameplay — through buttons, menus, transitions, and feedback loops. Yes, even a pause menu can be poetic.
Environment Painting
I’ve designed forests made of paper, cities on clouds, ruins inside machines — all places that players don’t just look at, but explore.
Animation Mockups & Narrative Beats
Some of my work is in animatics or storyboarding: designing how emotion flows between silence and sound, light and shadow.
Logo & World Branding
For indie studios and concept games, I’ve designed in-world logos, item icons, and even fake advertisements — creating believable universes from scratch.
Collaboration Highlights
Over the last few years, I’ve worked with indie teams, solo devs, and experimental projects. Some notable milestones:
- Visual development for Aviator (Spribe) — stylizing UI elements and real-time motion graphics
- Co-creation of in-world branding for fictional companies inside narrative-driven games
- Lead visual designer for two unreleased browser-based experiences
- Occasional 2D character animator for short demo builds and vertical slices
- Created modular emotion palettes — UI color systems built around the mood of the player’s journey


Why Games? Why Now?
Because it’s no longer enough for me to make static stories.
I want players to step inside my art.
To walk around it. To listen to it. To play with it.
Games allow me to build worlds where choice matters. Where a color changes based on how you feel. Where the quietest corner of a map holds the loudest metaphor.
Games are where story meets movement — and movement is where feeling lives.
Final Thoughts: Design is Feeling in Motion
Design is how I make art breathe.
Whether it’s a flicker on a health bar or the curve of a forest path — if it helps someone feel something, it matters.
I’m not here to just build features.
I’m here to build meaning.
If you’re looking for visuals that move like memories, or characters that carry metaphor — I’d love to collaborate.





