I’m a senior concept artist and art director working across film, high-end television, VFX, and games, with a strong focus on visual development, world-building, and cinematic storytelling.
My background is rooted in film and TV, where I’ve supported projects from early look-dev through to production, collaborating closely with directors, production designers, and VFX teams to help define visual tone and translate ideas into clear, production-ready imagery. Alongside this, I’ve spent the last few years art directing games projects, guiding artists and shaping cohesive visual worlds from concept to delivery.
I regularly operate at an art-direction level — setting quality standards, reviewing and guiding other artists’ work, providing hands-on feedback and paintovers, and acting as a visual gatekeeper to ensure consistency and clarity across projects. I’m comfortable balancing creative ambition with practical constraints, and I place a strong emphasis on communication, reliability, and decision-making under real deadlines.
My approach is collaborative and solutions-focused, with an emphasis on taste, clarity, and efficiency. I enjoy working at the early, exploratory stages of projects just as much as refining and polishing work once a direction is locked.
Art Director at Outlier Games, responsible for defining visual direction, guiding artists, and overseeing character and environment development across projects including Mars Attacks. Led visual development from concept to production, ensuring consistent quality and alignment with gameplay and technical constraints.
I Work as a freelance illustrator for Paizo Inc., producing finished illustrations for Pathfinder and Starfinder across print and digital publications.
The role involved interpreting detailed narrative briefs and established lore, developing strong compositions that supported gameplay and storytelling, and delivering polished, publication-ready artwork within tight deadlines. I worked closely with Paizo’s art directors to ensure consistency with the visual language of each setting, while bringing clarity, mood, and character to each piece.
This work required a strong understanding of fantasy and science-fantasy world-building, attention to detail, and the ability to adapt style and tone to fit within long-running, highly developed IPs, while still contributing fresh visual ideas.
Led environment and visual development concepts for a large-scale episodic sci-fi series
Produced cinematic keyframes and mood concepts to support story, scale, and atmosphere
Collaborated closely with VFX supervisors and art direction to align concepts with production and pipeline needs
Iterated rapidly based on creative and technical feedback, delivering production-ready visuals under tight schedules
I worked in the development for Meta’s Workrooms, designing human-centred virtual workspaces for VR. Focused on environment concepts, mood, lighting, and spatial storytelling, working closely with UX, product, and engineering teams to translate early ideas into clear, comfortable, real-time experiences for collaborative XR.
Madame Web (Concept Art) · Wolfs & My Lady Jane (Digital Matte Painting)
Delivered environment and worldbuilding concepts for a major studio feature, supporting story, tone, and cinematic scale
Created keyframes and mood concepts aligned with art direction and VFX production needs
Produced production-ready digital matte paintings and set extensions for feature film and episodic TV
Integrated DMPs into live-action plates with strong attention to lighting, scale, and continuity
Collaborated closely with VFX supervisors, art direction, and compositing teams under tight deadlines
Contributed visual development and concept art for a story-driven animated series set within the Wakanda universe
Developed character, environment, and mood concepts supporting narrative clarity and emotional tone
Produced keyframes and design explorations aligned with animation pipelines and series continuity
Collaborated closely with directors and art leadership to translate story and thematic goals into clear visual language
Worked as a Visual Development and Concept Artist / Matte Painter at Painting Practice, contributing to a range of major film and high-end television productions, including Aquaman and the Lost Kingdom, His Dark Materials, War of the Worlds, Watership Down, Black Mirror, You, Artemis Fowl, A Boy Called Christmas, and The Eurovision Song Contest: The Story of Fire Saga.
Across these projects, I supported early look development, world-building, and cinematic storytelling, producing environment concepts, mood pieces, and keyframes to help define visual tone and scale. I worked closely with art directors, production designers, and VFX teams to explore ideas quickly, refine visual direction through iteration, and deliver artwork that could be translated directly into production.
In addition to exploratory concept work, I produced polished matte paintings and final-frame visuals, balancing creative intent with technical and pipeline constraints. The role required strong visual judgement, attention to detail, and the ability to respond efficiently to feedback while maintaining consistency and quality under tight deadlines.