
Wrath of the Druids
Defining a distinctive ninth-century Irish territory inside an established global franchise—aligning environments, characters, props, VFX, textures and visual storytelling through production.
View case studyAAA Games · Original IP · Visual Development
I define distinctive worlds, build scalable visual systems and guide international teams from early creative exploration to production-ready execution.

Selected work
Together they demonstrate AAA art direction, original IP creation, production leadership, licensed-IP control and hands-on visual development.

Defining a distinctive ninth-century Irish territory inside an established global franchise—aligning environments, characters, props, VFX, textures and visual storytelling through production.
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Building an original science-fiction property from narrative premise to a coherent visual and production system spanning world rules, environments, creatures, technology, characters and cross-media development.
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Maintaining visual coherence across a large-scale live production while coordinating multidisciplinary teams, multiple timelines and external franchise requirements.
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Translating one of entertainment’s most recognizable visual identities into a scalable mobile-game production system while protecting brand fidelity, readability and approval requirements.
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Selected personal visual-development work spanning worlds, environments, vehicles and visual prototyping—the hands-on craft behind my art-direction practice.
View case studyApproach
Art direction is a production system: a clear visual promise, shared language and decisions that survive contact with schedules, technology and multidisciplinary teams.
Establish the visual thesis, emotional promise, references, quality bar and boundaries that make a world recognizable.
Translate the same vision for concept, environment, characters, lighting, VFX, materials, tech art, design and production.
Review, prioritize and iterate with teams until the final experience retains the original intent under production constraints.
Experience

About
I have spent more than twenty-five years working across games, animation and visual development—from hands-on concept art to directing international teams on large productions. My role is to make the visual ambition understandable, executable and consistent across disciplines.
I am particularly interested in distinctive worlds, original IP, strong production systems and teams that value clarity, trust and high visual standards.
Contact