
Item Icons

These icons would widely vary in their use; currency for microtransactions, in-game rewards or quest-specific items, crafting materials and more. These were always among my favorite things to create, as I got to use my experience with Blender to push these farther and feel like real items that could exist within the game's world.
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I work collaborate with the given designer making the request, getting to know the details of the items needed and what significance the item played in the story to ensure quality and authenticity.
Weapon Ability Icons

Illustrated icons for the weapon mastery trees of the Greatsword and Flail introduced in the Brimstone Sands and Rise of the Angry Earth expansions respectively. I collaborated with the main weapon designers to ensure quality and intent accurately reflected each ability.
These icons were often made in the last stretch of production due to iterations in design or needing prerequisite VFX or animations for greater context to reflect in the iconography.​
Map Icons (POIs)
These are some map icons that I illustrated in Photoshop for the new zone of the Nighthaven release. The style for these type of icons have generally had a focus in being monochromatic with a psuedo-hand-made look as if they were carefully drawn onto a physical map.
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I worked closely with the Lead Level Designer on the project to ensure models and locations were defined and could be referenced for accurately depicting on the map.
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Pixel Art

Couple of examples from my time on Minecraft, creating content for both the DuckTales and Jurassic World DLCs. When we worked on each DLC, we strived for balancing Minecraft's retro-charm with the aesthetic of the IP we took on. It was a great exercise to capture the brightly colored world of DuckTales and then move to the grittier but juxtaposing beauty of the Jurassic franchise.
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