AD WORK
Building Solid foundations to an Indie Success Story…
STUMBLE GUYS
As Art Director for Stumble Guys at Scopely, I led and developed a multidisciplinary art organization of more than 30 people across three continents, spanning Characters, Levels, VFX, Animation, Tech Art, UI/UX, Marketing Art, Outsourcing, and Live Ops. I focused on building the creative foundations the game needed to grow: elevating discipline leaders, clarifying ownership, establishing visual pillars and art bibles, and introducing shared review frameworks, modular libraries, scalable pipelines, and production tools. Together, we modernized the game’s visual language—from defining what makes a recognizable “Stumbler” and a cohesive Stumble Guys level, to creating bolder, more expressive VFX and a premium, playful UI/UX system designed for readability, motion, and cross-platform growth.
Beyond raising quality within individual disciplines, I aligned the entire player-facing experience around a more unified brand vision. Working closely with Product, Design, Engineering, Production, Marketing, Live Ops, external studios, and licensing partners, I connected characters, levels, VFX, interface design, seasonal storytelling, and campaign imagery into cohesive content worlds. This foundation strengthened the relationship between original Stumble Guys content and major external IP collaborations—preserving the identity of each partner while translating it into a distinctive, accessible, and collectible Stumble Guys experience built to evolve for years to come.
UI/UX REDEVELOPMENT
I led the modernization of Stumble Guys’ UI/UX, replacing fragmented legacy visuals with a bold, playful, and unified design language. Through clearer hierarchy, expressive motion, character-driven iconography, and scalable cross-platform foundations, we created a more intuitive, premium experience built to support the game’s future on multiple platforms.
CHARACTER REDEVELOPMENT
I led the redevelopment of Stumble Guys’ character language, defining the proportions, silhouettes, materials, expressions, and visual principles behind what makes a character unmistakably a “Stumbler.” This foundation improved consistency and collectibility across original seasonal content and external IP collaborations while giving internal teams and partners a scalable framework for future character development.
SEASONAL CONTENT & LEVEL REDEVELOPMENT
I led the redevelopment of Stumble Guys’ level content, transforming each environment into a visual tentpole for the seasonal narrative rather than a standalone gameplay space. By aligning level themes, characters, materials, lighting, VFX, and IP integrations through a unified art direction and production pipeline, we created cohesive seasonal worlds that strengthened storytelling, elevated content quality, and made every release feel like a connected Stumble Guys event.
WARHAMMER 40K: Tacticus
Reforging Warhammer 40K for Mobile…
As Art Director, I helped Define the visual foundation for Warhammer 40,000: Tacticus during early development—setting the art vision, production pipeline, outsourcing network and first-playable quality bar while serving as the visual liaison with Games Workshop. The direction translated the scale, history and authority of Warhammer 40K into a dynamic, colourful mobile strategy experience that remained authentic to the IP while becoming accessible and readable for new players. Shared visual pillars were defined across characters, environments and UI, including bold silhouettes, saturated colour, distinctive materials, grounded facial features, readable proportions and dramatically lit gameplay.
This vision was translated into practical style guides and production systems that enabled the team to convert intricate miniatures and lore-rich designs into clear, expressive assets for a small screen. Character direction emphasized exaggerated proportions, simplified forms, stronger bevels and controlled detail while preserving recognizable 40K iconography and realistic material separation. Environments were developed as modular, hex-based and low-contrast colourful canvases that supported gameplay readability, while the UI combined ornate, religious and death-themed iconography with restrained digital science-fiction elements. Together, this work created a scalable visual language and consistent quality standard for internal teams, external partners and future content production.
RIVENGARD
From Visual Exploration to Launch—Forging the World of Rivengard…
As Studio Art Director, Kevin Griffith helped carry Rivengard through launch by establishing and protecting the visual quality bar across art direction, team management, production, game development, marketing art, outsourcing and hiring. The role combined creative leadership with operational ownership: mentoring and maintaining the art team, aligning Creative, Product, Design and Tech, solving visual problems within production constraints, and ensuring external partners met the same standards as internal production. Comprehensive A/B and marketing test campaigns with Google, Samsung and Apple also connected creative decisions directly to player response and market performance.
Rivengard’s visual identity was advanced through a structured process of market benchmarking, broad style exploration and production-ready style development. Multiple visual directions were tested before establishing a stronger “Core” fantasy language built around grounded forms, bold colour, dramatic lighting, readable silhouettes and more mature character presentation. That direction was carried across character design, facial expression, portraiture, narrative illustration, 3D-assisted composition, gameplay imagery and store assets—creating a cohesive bridge between the in-game world and its marketing identity. Iterative testing of pose, lighting, expression, composition and gameplay readability transformed the existing visual foundation into a more distinctive, emotionally engaging and scalable brand.
BUILDING VISUAL PRODUCT CONTINUITY
SETTING THE VISION
ENSURING MARKET VIABILITY
NEW Games Development
As Art Director on various New Game Projects, I led new IP development from market opportunity to production-ready world—transforming genre research, player insight and product goals into ownable themes, compelling lore, emotional pillars and distinctive visual identities. Multiple narrative and art-style directions were developed and validated through qualitative, quantitative and UA testing, then distilled into cohesive direction across heroes, factions, environments, UI, VFX and marketing.
The selected vision was translated into executable content plans, scalable 2D/3D and AI-assisted pipelines, team structures, outsourcing strategies and quality standards, connecting creative ambition with gameplay readability, audience accessibility, production feasibility and sustainable long-term content growth.
For Further information, please inquire via email:
AAA Gallery
Modeling/Texturing & Mentoring Artists on World-building & Texture Painting
Reworked Tree & Vegetation Systems. Environment Modeling/Texturing & World Building.
Modeling, Texturing & World Building on Dungeons & Boss Arenas
Modeling, Texturing & World Building on Exterior Levels as well as Inter-actives & Dynamic Scenes
Alliance Gunship: World of Warcraft-Wrath of the Litch King
Design/Layout/Model