Art Director with 17+ years in the game industry, including 8+ years leading art direction across both AAA and mobile.
Most recently, I was the Franchise Art Director on PAYDAY, focusing on strengthening the IP's visual identity, improving gameplay readability, and maintaining consistency across the franchise. Before that, I led art direction on Crash Bandicoot: On the Run, and worked at a senior level on Contraband (Avalanche Studios) and Second Extinction.
I started out in hard-surface 3D, so I’ve always had a strong technical understanding of how things are actually built. These days, my focus is more on scalable art direction, visual clarity, and helping teams deliver consistent quality without overcomplicating production.
I’ve worked across King (Activision Blizzard) and Avalanche Studios, leading teams, improving workflows, and setting things up so people can do their best work and actually ship.
- Directed the visual evolution of the PAYDAY franchise, defining new art pillars to align multiple titles and cross-studio collaborations.
- Established a cohesive and recognisable visual identity, strengthening the franchise’s positioning in a competitive market.
- Developed scalable art direction frameworks and production guidelines for environments, lighting, and asset creation.
- Led visual problem-solving initiatives to improve gameplay clarity, including readability, color systems, and player feedback.
- Drove hands-on improvements in lighting and level presentation to elevate overall visual quality and player experience
- Built and implemented structured art review pipelines to increase quality, consistency, and decision-making efficiency.
- Restructured team workflows to improve delivery predictability, cross-discipline communication, and execution speed.
- Provided leadership and stability through periods of organisational change, maintaining team focus and production continuity.
- Partnered with external studios on high-profile collaborations and shared universe initiatives (PUBG, Ubisoft, Fortnite)
Contraband:
Art Direction for an announced title: Contraband
Art Director role:
- Establish and monitor the art production pipeline.
- Lead several art departments including hard surface, characters, concept art, VFX etc.
- R&D on the possible technical breakthrough for the game such as sensible character customization.
- Involves in game design as well as level design to ensure the art could complement the game efficiently.
- Provide feedback and technical guidance for artists.
- Liaise with outsourcing partners.
- Building up pipeline with the external production team.
Managerial role:
- Matrix managing leads and artists within the project.
- Provide timely consultation(bi-weekly) to understand the situation of the employee in real time, evaluate the temperature of the team and stress level, which helps to resolve any issue efficiently.
- Helped to push for employee's recognition by giving a development roadmap and guidance.
- Collaborate with the HR and Executive Producer on talent acquisition.
- Involve heavily in the hiring process of key positions.
RnD Team:
- R and D team to explore future IPs and create prototypes.
- exploring new game ideas with UE5.
- multiple roles within the small team to rapidly create and test new ideas.
- heavily focused on level creations and setting up visual targets.
Second Extinction:
Art Director role:
- Make decisions on fitting art directions for the game in consideration of game designs and technical limitations of Apex engine.
- Establish and monitor the art production pipeline.
- Lead a team of over 6 artists.
- R&D on the possible artistic breakthrough for the game such as new methods of texture maskings, new shaders for waterfalls, time of day colour comp.
- Involves in game design as well as level design to ensure the art could complement the game efficiently.
- Provide feedback and technical guidance for artists from time to time.
- Liaise with outsourcing partners.
- Communicate with the marketing and branding team to execute an attractive seasonal launch trailer.
- Communicate and feedback to the external production team.
- Works with the pitch team on generating ideas and utilising existing IP for future production of Avalanche Studios.
Managerial role:
- Matrix managing 5 artists within the project.
- Provide timely consultation(bi-weekly) to understand the situation of the employee in real time, evaluate the temperature of the team and stress level, which helps to resolve any issue efficiently.
- Helped to push for employee's recognition by giving a development roadmap and guidance.
- Collaborate with the HR and Executive Producer on talent acquisition.
Project role:
- Develop fitting art directions for the game in consideration of game designs and technical limitation of the mobile platform.
- Plan and organize art creation pipeline.
- Lead the team of 15 artists and a writer on executing the art that's fully supported by a narrative.
- Prepare for art tests on the various sample group from AB testing to large-scale regional art test to collect user preferences, and analyze the art test result.
- R & D on the possible artistic breakthrough for the game tech on mobile platform.
- Provide feedback and guidance for artists.
- Mentoring and training the team to execute the art style.
- Art integration with developers to ensure the art gets into the game correctly.
- Document and present art style to let stakeholder have a better understanding of the art direction chosen.
- Liaise with outsourcing partners to produce batches of art assets for the game.
- Traveled to several European countries to attend the conference and hire games artists.
Managerial role:
- Matrix and line manager for 10 employees.
- Oversee employee's personal growth as well as career growth.
- Provide timely consultation to understand the situation of the employee in real-time, it helps to resolve any issue efficiently.
- Helped to push for 3 employee's promotion by giving a development roadmap and guidance.
- Collaborate with the studio art director on talent distribution within the studios.
Professional role:
- Created standard "3D assets creation quality checking" templates for the studio.
- Provide workshop and train artists.
- Facilitate necessary soft skills training for employees.
- Create standard art test for "3D artist" position, "VFX artist" position, and "Tech artist" position, and evaluate applicant's submission.
- Interviewed and helped hire artists in King studio.
Project role:
- Develop fitting art directions for the game in consideration of game designs and technical limitation of the mobile platform.
- Plan and organize art creation pipeline.
- Lead the team of 6 artists and a writer on executing the art that's fully supported by a narrative.
- Prepare for art tests on the various sample group from AB testing to large-scale regional art test to collect user preferences, and analyze the art test result.
- R & D on the possible artistic breakthrough for the game such as new methods of optimization, occlusion on mobile, real-time day/night cycle etc.
- Provide feedback and guidance for artists.
- Mentoring and train the team to execute the art style.
- Art integration with developers to ensure the art gets into the game correctly.
- Document and present art style to let stakeholder have a better understanding of the art direction chosen.
- Liaise with outsourcing partners to produce batches of art assets for the game.
- Traveled to Chengdu, China to hands-on mentoring and guide the outsource artists.
Managerial role:
- Matrix and line manager for 4 employees.
- Oversee employee's personal growth as well as career growth.
- Provide timely consultation to understand the situation of the employee in real-time, it helps to resolve any issue efficiently.
- Helped to push for 3 employee's promotion by giving a development roadmap and guidance.
- Collaborate with the art director on talent distribution within the studios.
Professional role:
- Created standard "3D assets creation quality checking" templates for the studio.
- Provide workshop and train artists that are interested in creating VFX in games.
- Create standard art test for "3D artist" position, "VFX artist" position, and "Tech artist" position, and evaluate applicant's submission.
- Interviewed and helped hire most artists in Nonstop Games studio.
Project role:
- Develop fitting art directions for the game in consideration of game designs and technical limitation of the mobile platform.
- Plan and organize art creation pipeline.
- R&D on the possible artistic breakthrough for the game such as dynamic water shader on mobile, VFX system on the new proprietary engine.
- Provide feedback and guidance for artists.
- Art integration with developers to ensure the art gets into the game correctly.
- Document and present art style to let stakeholder have a better understanding of the art direction chosen.
Professional role:
- Created standard "3D assets creation quality checking" templates for the studio.
- Create standard art test for "3D artist" position, "VFX artist" position, and "Tech artist" position, and evaluate applicant's submission.
- Interviewed and helped hire most artists in Nonstop Games studio.
- Managed team of 4 through one cycle of mobile game development.
- Game design for tower defends mobile games.
- Directed games art direction.
- Mentor and train fresh graduated artists up to the industry standard.
- Games Entrepreneur, small startup studios with 3 co-founders.
- Create games focusing on aesthetically driven games.
- Develop fitting art direction for the genre.
- Work as game designer focusing on user experience and game mechanics design.
- Fundraising through IPCC, twice.
- Completed and launch a mobile game title "Run, Ran, Run" (discontinued).
- Completed and launch a browser game title "Poco Poco Cheerocco" on Kongregate.
- Partially completed a proof of concept side-scrolling puzzle IP "Tinkerer's Box"
- Interview and hired 2 artists.
- Provided 3 days lecturer workshop for Malayan University on game development courses.
- Participated in Global Game jam 2011 and Google Game jam by 2012.
- Hard- surface 3D modeler.
- Internal award winner of artist of the month.
- The game launches: Dirt 2, Dirt 3, F1 2010, Operation Flashpoint, Bodycount.