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STUDIO CREATIVE x ART DIRECTION

BRANDING . STUDIO CREATIVE / ART DIRECTION
Building brands, studios, and creative systems from the ground up—or giving existing ones new life
I’ve worked full-time within studios for several years, alongside shorter-term engagements, leading branding and creative direction for both large organizations and smaller teams. My experience spans studio-wide branding and re-branding project-specific identities, from strategy and visual systems to campaigns, digital experiences, and physical environments.

I’ve also built and managed creative teams of different sizes, leading multidisciplinary work across studio and campus environments while keeping the brand cohesive from the big-picture vision through execution.

BRAND STRATEGY · CREATIVE DIRECTION · STUDIO BRANDING · IDENTITY · VISUAL SYSTEMS · TEAM LEADERSHIP · WEB · UI/UX · CAMPAIGNS · ENVIRONMENTS · SOCIAL

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AVALON

An player-driven gaming universe where players can explore interconnected worlds, build their own experiences, and carry their characters, progress, gear, and creations across them. It combines worldbuilding, social gameplay, creator tools, intelligent NPCs, and a player economy to create an evolving universe shaped by its community.

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AVALON

Studio Art Director & Brand Creative Director | REMOTE | Apr 2024 – Apr 2026

Built the creative foundation for an ambitious original game universe, establishing artistic vision and visual identity across characters, environments, UX, cinematics, branding, world-building, and player-facing experiences.

  • Directed 5 Art Leads and 25+ artists, aligning multidisciplinary teams around a unified creative vision, quality bar, and production strategy.

  • Established creative direction across character development, environments, UX, cinematics, world-building, branding, and visual storytelling.

  • Built scalable art production pipelines, creative standards, documentation, and AI-assisted workflows designed to improve consistency, collaboration, and execution.

  • Developed Art Leads and artists through mentorship, creative reviews, clear ownership, and leadership development.

  • Partnered with founders and studio leadership on hiring, staffing, budgeting, production planning, roadmaps, and long-term creative strategy.

  • Created executive presentations, investor decks, art bibles, visual development materials, and brand systems that communicated creative direction across the organization.

  • Bridged creative ambition with production realities by collaborating across art, design, engineering, production, and leadership.

  • Helped establish a cohesive visual identity that connected the game, its worlds, characters, player experience, marketing, and brand.

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ALH

A historic creative property on Lake Travis, built around art, community, education, and meaningful gathering. The brand brings artists, entrepreneurs, educators, and community members together through cultural events, workshops, exhibitions, and shared creative experiences while preserving the property’s artistic legacy.

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FUGA

a cinematic fragrance and lifestyle house built around travel, memory, nature, and human connection. Each scent transforms a place, object, or lived moment into an intimate sensory story—creating a brand world designed to be discovered, collected, and remembered.

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LAUNCHING 2026

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MASTERS OF MAYHAM

A stylized multiplayer game that blends social deduction, roguelite action, monsters, and character-driven worldbuilding. Players choose distinctive “Imps” and navigate a chaotic world built around strategy, deception, personality, and mayhem.

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MASTERS OF MAYHEM

Studio Art Director & Re-Brand Creative Director | REMOTE | Dec 2023 – Apr 2024

Led the creative and brand transformation of Masters of Mayhem (formerly Impostors), establishing a new visual identity, brand voice, and cohesive creative direction for the studio and game.

  • Reimagined the game’s visual identity and brand, establishing a distinctive stylized direction across characters, world, UX, marketing, and player-facing experiences.

  • Defined the creative vision, visual language, brand voice, and storytelling framework that unified the game and its broader presentation.

  • Developed character and world direction, concept art, art boards, style references, and visual standards to guide production.

  • Created executive presentations, pitch decks, creative documentation, and production materials that aligned leadership and development teams around the new direction.

  • Partnered across art, design, production, and studio leadership to translate the rebrand into a cohesive player experience.

  • Helped establish the creative foundation for the title now presented publicly as Masters of Mayhem, a stylized multiplayer social-deduction game blending cooperative play, roguelike elements, monsters, and character-driven mayhem.

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INKXKNI

a flow-state fashion and lifestyle brand that transforms music, movement, and hand-painted art into wearable design. Its sound-infused visual language extends beyond apparel into custom fashion, art, products, festivals, projection, and immersive experiences—connecting fashion, art, music, technology, and culture.

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MIND . NOURISH . FORM

A bold, modern nutrition and behavior coaching brand centered on real food, mindful choices, and sustainable habits. With an energetic yet grounded identity, MNF helps people better understand their bodies, strengthen their mindset, and create lasting change through Mind. Nourish. Form.

LAUNCHING 2026

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NETVRK

A player-driven metaverse and social gaming platform where users can explore interconnected virtual worlds, create and customize experiences, own digital assets, socialize, play, and participate in a creator-driven economy. It combines worldbuilding, multiplayer experiences, user-generated content, virtual commerce, and Web3 technology into an evolving digital universe shaped by its community.

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NETVRK

Studio Art Director | REMOTE| Mar 2022 – Jun 2023

Led a 31-person multidisciplinary organization spanning artists, designers, engineers, blockchain specialists, and QA while establishing creative direction across characters, environments, fashion, vehicles, UI/UX, FX, branding, and marketing.

  • Directed multidisciplinary teams around a unified visual vision, quality bar, and production strategy.

  • Built studio-wide production pipelines, documentation, naming conventions, creative standards, and scalable workflows.

  • Established mentorship programs and supported hiring, staffing, team development, and creative leadership.

  • Developed executive roadmaps connecting creative priorities with production goals and long-term studio strategy.

  • Partnered across art, engineering, design, QA, and leadership to strengthen communication, remove production barriers, and accelerate execution.

  • Directed brand and visual identity across game content, marketing, and player-facing experiences to maintain a cohesive creative vision.

  • Integrated emerging AI-assisted workflows while maintaining artistic quality, consistency, and artist ownership.

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EMBER

A character-driven lifestyle and collectible brand built around bold self-expression, playful chaos, and “good vibes.” The world expands from original character design into plush, fidget products, packaging, merchandise, and storytelling, creating a colorful IP designed to grow across products, entertainment, and culture.

LAUNCHING 2026

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AFTERGLOW MAG

A cultural lifestyle brand built around connection, atmosphere, and discovery. I developed the visual identity and creative direction across editorial, digital, social, and experiential touchpoints—combining refined typography, cinematic imagery, and prismatic light into a cohesive, immersive brand world.

LAUNCHING 2027

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INSIDE THE WORLD

WORLDBUILDING · PROCESS · PRODUCTION DESIGN

This is where the worlds are actually built—through research, world rules, lore, visual development, production design, environments, characters, materials, lighting, spatial thinking, sketch-overs, prototypes, technical exploration, and constant iteration.

I work from the feeling and story outward, establishing the visual and narrative logic of a world before directing how it becomes real. I develop the systems, references, environments, details, and experiences that give an idea its identity, then work across disciplines to carry that vision through design, production, fabrication, technology, and final execution.

What follows is the work behind the work: mood boards, sketches, plans, WIPs, paint-overs, experiments, production notes, failures, discoveries, and creative decisions—the process of turning an idea into a world people can see, enter, play, feel, and remember.

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DIGITAL ART . VERO LYN ESQUE . FINE ART 

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