Case study · Original IP Creation

THE KIB

An original science-fiction property created from the ground up: world premise, canon, visual systems, creatures, technology, characters, environments, narrative rules and production logic—designed to work across game, series, film and publishing.

RoleCreator · Creative Art Director
OwnershipOriginal independent IP
Core strengthWorld-building & visual canon
Game directionSolo-first systemic PvE experience
Cross-mediaGame · Series · Film · Novel · Audio

The objective

Create a world that can survive beyond one format.

THE KIB was conceived as an original property rather than a single game pitch. The goal is to create a coherent world strong enough to support different experiences while preserving the same identity, rules and emotional tone.

The work therefore goes beyond concept art. It defines what the world is, how it behaves, what can and cannot happen inside it, how its technology and creatures function, and how those rules affect gameplay, narrative and production.

Creative system

From premise to canon.

The IP is developed as a layered canon system. Each layer answers a different production question so visual development remains connected to story, gameplay and implementation.

01 · World

Global Premise

Timeline, geography, transformed Earth, human condition and the consequences of the Day of Silence.

02 · Threat

Alien Ecology

Shapers, Carriers, Swarms and supporting biomechanical systems defined through anatomy, function and hierarchy.

03 · Human

Characters & Crew

A family-like crew whose history, skills, conflicts and visual identities grow directly from the world.

04 · Technology

KIBONORA & Vehicles

Ship, drones, Overbikes, weapons and survival systems sharing one coherent human technology language.

05 · Gameplay

Playable Systems

World rules translated into reconnaissance, weak points, traversal, coordinated assault, extraction and progression.

06 · Continuity

Canon Governance

Locked rules, open questions, revisions and contradiction tracking keep the IP coherent as it grows.

Methodology

Every visual decision must answer a rule.

The core method is to avoid designing isolated “cool things.” A creature, vehicle, structure or environment is approved when its appearance is supported by function, history, gameplay or narrative.

01 · WhyWhat function or story need does it answer?
02 · RuleWhich canon rule constrains it?
03 · FormWhich shapes and materials express that rule?
04 · SystemHow does it connect to the rest of the world?
05 · ProductionCan a team build and use it consistently?

Visual development

Design the language before the asset.

Human technology, alien biomechanical forms, transformed environments and post-collapse survival culture must remain visually distinct while belonging to the same universe.

Artwork is presented without text overlays. Images keep their natural framing unless a specific composition requires an editorial crop; captions remain outside the artwork.

Canon as a tool

Creative freedom without contradiction.

The canon bible is treated as a production tool rather than a lore archive. It separates locked rules from unresolved questions, records revisions and prevents new ideas from silently breaking existing logic.

The goal is not to create the largest possible bible. It is to create enough shared truth that writers, artists, designers and production teams can make different decisions without creating different universes.

What this proves

Creation, not adaptation.

Wrath of the Druids demonstrates my ability to direct an established AAA franchise inside a large production. THE KIB demonstrates the complementary capability: starting with nothing and creating the rules, identity, mythology and visual system that a future production team would inherit.