Concept Designer


Affinity Recruiting Trifold

This trifold is a compliment to the Vantage Recruiting trifold that I posted earlier. These were made simultaneously; I just haven’t posted it until now.

Since this brochure is aimed at the medical field, I decided to go with a light blue similar to a common scrubs color, and I reversed the interior scheme. Quick and clean was the order of the day.

Shattered Dice, Part 3

After going back and forth for a while with our manufacturer, Q-Workshop, the team and I finally settled on some designs for the Shattered dice.

For the d4, I decided on a cog/gear theme, and although the game is moving away from a strictly steampunk genre and into its own hybrid genre, I felt that this design worked, especially with the triangle shape.


For the d6, the team wanted something a bit more arcane, so I came up with this design of various strokes and symbols. Using the shape builder tool in Illustrator is a huge help piecing stuff like this together since it allows me to add or subtract intersecting and overlapping strokes and shapes. The 6th face is a tribute to one of Shattered’s most involved contributor’s and fans, Bear. He designed the skull symbol himself.Shattered_dice_KS_d6

For the d8, we again went with an arcane approach, this time with the Peace icon on the 8th face.Shattered_dice_KS_d8

For the d10, we again went with a gear theme, which was actually the basis for one of the very first drafts of the d6 design. Here, I included some Modern Runic, and settled on the War icon for the 10th face.Shattered_dice_KS_d10

Fortunately, these designs were all approved, and Q-Workshop sent us this image with a nice render of what the finished product will look like:imgpsh_fullsize

The Phantom Menace speedpaint

Feeling good about these, so I’m gonna chase that feeling. It’s good practice, anyway.

Episode I came out on the last day of junior high, so my friends and I went to see it…about 5 or 6 times in the theater. Jar Jar Binks notwithstanding, there are some elements in this film that are visually really excellent: the pod race, the epic scale and backdrop of Coruscant, and any scene involving Darth Maul.

In fact, this piece by Doug Chiang is one of two images that I can pinpoint down to my inspiration to become an artist (the other being Yoji Shinkawa’s concept art that was included in the manual of Metal Gear Solid).


Revenge of the Sith speedpaint

Like the rest of the world, I saw The Force Awakens recently.

After watching it, it got me thinking about the prequels and what I liked about those three films, now that we have something besides the original trilogy to compare them to. I grew up while the prequels were coming out, so there will always be nostalgia there.

While there are a lot of missteps with those films, I think the parts that work happen to work really well, and I was always a fan of the concept design by guys like Doug Chiang, Iain McCaig, Feng Zhu, etc. Those artists did a fantastic job, and I feel like there was a really smooth transition between Ralph McQuarrie’s vision and theirs.

Regardless, I wanted to work on my painting chops, so I decided to paint this scene of Obi-Wan near the end:


Shattered Dice, Part 2

For Shattered’s d6, I decided to tie in the design with the game’s Conviction system.

As part of character creation, the player can choose to put points into Conviction and become a marshal of a chosen element. Each element is part of a dichotomy, and while you receive bonuses based on your choice, you also receive weaknesses when in contact with a marshal of the opposite element.

The Conviction elements are: Air/Earth, Light/Darkness, Life/Death, Fire/Water, Love/Hate, and War/Peace.


Perfect! Six pairs, and six die faces. Next, I set about creating symbols to represent each element, so I could place them diagonally at opposite corners of the die face. I also placed their names in Modern Runic in the remaining corners.


Additionally, I kept with the theme of using cogs, gears, arcane, and cartographical-type lines in the design. Navigation and air ships are also a large part of the game, so I though this kind of look fit in nicely.

Unfortunately, as with the original d4 design, this design proved to be too complicated for our manufacturer due to our volume order. However, I still have hope that these will get made some day, perhaps in a future batch of dice.

Vantage Recruiting Trifold

This is one out of a pair of trifolds I was tasked with creating for Vantage HR to use at job fairs and recruiting.

There was a pretty fast turnaround on this: 4 days, which is short considering I always try to do a little research, then design multiple iterations, choose the right photos, send off and get feedback, make requested changes, and send through compliance.

Regardless, it got done on time and sent to the press before HR’s next event. I thought it turned out nice, even though it was made in a pinch.


Shattered Dice, Part 1

A while back I was assigned the task of designing dice for Shattered, the first batch of which will go to the game’s Kickstarter backers at a specific tier.

Initially I wanted to go with designs that were minimalistic. I was wary of how busy and difficult to read many fantasy and scifi designs can be, and I wanted to avoid any lack of legibility. However, after talking it over with the team, I realized that most gamers would probably prefer highly detailed designs that were specific to the game.

So I came up with a compromise. I would keep the stroke of each number large, thick, and bold, while most of the fine details would remain small and thin. This way, the primary thing the player sees on each die face is overwhelmingly the number, while the details remain secondary and non-distractive.

Next, I had to come up with some ideas to tie the design into the content of the game. For the d4, I based each face on the 4 types of Primaltheurgy, which is one of the game’s two schools of magic (or in Shattered’s case, Arkäna; additionally, a former 3rd school of magic, Illusion, has been merged into a separate skill branch called Kinesis). The 4 types were acid, fire, ice, and electricity (a 5th, sonic, has been added since then).

Anyway, I designed each face to be consistent with what I also came up with for the d6 (more on that in a later post), using cogs, arcane/cartographical-type lines and shapes, and an alphabet/typeface that I decided to use for numerous parts of the game called Modern Runic.



Unfortunately, these designs did not meet the manufacturer’s requirements for our order volume, so I’ve had to come up with simpler designs for all the dice, which I’ll share in future posts. I still have hope, however, that we can explore more options and perhaps retain some of these original designs with the 2nd batch of dice. 3D printing is something that is being looked at.


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