A wide variety of products and packaging design surrounding the release of the highly anticipated Destiny 2, which includes (but not limited to) invitation design for the Destiny Release Event (DRE), merchandise, branded licensed products, apparel design, and more.
Licensed Packaging: I developed style and usage guides for multiple partners, including the Thumb Grips, All Razer Partnership packaging, journals, ghost vinyls, chess sets, puzzle boxes, and more.
Forsaken Cayde Bundle: came up with multiple concepts and renders for a wide range of approvals, including from Sony and Microsoft, for a high quality, memorable bundled packaging design.
Destiny Reveal Event: this particular project was created on a tight deadline, with the goal being an awesome, memorable physical invitation for influencers and fans alike to a special event in LA. I created the concept and execution of the design, along with testing various proofs on-site with our local printer.
February 2016 - Present
A collection of work that falls under the original Destiny IP, as well as anything pertaining to the general Destiny Franchise. A huge amount of licensed goods and merchandise/product design lives here, so images and descriptions will be relatively brief. Please contact me directly for a more in-depth discussion.
Pins: the grand majority of pins created under the Destiny or Bungie names were created or supported by my efforts.
Mini Vinyl Figures: supporting an entirely new line of collectible figures, while still keeping the design true to the Destiny Franchise. Project included the design and execution of an authenticity sticker.
Cayde-6 Gaming Box: feedback and packaging design provided for this GameStop exclusive bundle.
Apparel Design: I supported in the creation of numerous shirts, tank tops, hats, hoodies/jackets, scarves/socks, and women’s leggings. Pattern designs were created for apparel use as well as for household products like tea towels. Some designs are created leveraging in-game iconography and guides, other are completely illustrated by hand.
Licensed Packaging: I developed style and usage guides for multiple partners, including the Ghost Vinyls, Destiny Mini Vinyl Figures, Thumb Grips, Teeny Tins, Micro Plush, Keychains, and more.
GuildWars 2 / ArenaNet
June 2015 - January 2016
Work created primarily in support of ArenaNet’s online presence including their weekly live chats, talking points, and general broadcasting, which can be seen in logo form to the right. All designs were created by me, in line with their preexisting design language and fantasy-esque style.
In addition to these branding projects, I also provided support for the Heart of Thorns expansion physical and digital assets.
League of Legends
June 2014 - May 2015
Work created for the Merchandise Team of League of Legends included a variety of projects, most notable being apparel design and you/packaging design, as well as coordinating photography of said projects.
The packaging projects shown are all concepted and created from scratch by myself, while still keeping in mind the preexisting League of Legends style guides. The goal was to create something new and exciting for this (still very young) online store.
ZIGGS PACKAGING : a very popular champion from League of Legends. I created a full foil wrap of doodles, scribbles, and notes based on character concept art and teaser art, pushing our print vendor to explore new and exciting ways to print such a significant amount of spot foil.
Mini Vinyl Figures: the challenge was to stay within the League of Legends style language, while still creating something new, bright, and younger than the average statue packaging. All vector illustrations were done by me.
Feb 2012 - April 2014
A huge variety of work created for the Triple A title, BioShock: Infinite, as well as all three of the DLCs that were released after the initial game launch. Work included the majority of merchandise and packaging design, Collector’s Edition Design and execution, retail and out of home marketing and signage, in-game UI support, and general studio signage and design.
Vigor Bottles: Collaborated with Lead Concept Artists and Modelers for BioShock Infinite to create stunning physical-world replicas of the Vigor Bottles from in-game. Packaging design included.
Collector’s Editions: Worked on a small strike team to design a full, cohesive set of products for two tiers of CEs, as well as pitching a full packaging “story” concept for each tier.
Midnight Release Posters: a personal project turned into reality! After hearing that Nico Vega would be performing at the LA location for the midnight release of the game, I decided a fun personal poster to commemorate the event, which turned into a series, one for each major city launch.
Story-Boarding: I assisted in drawing out the various visual beats for the ‘Beast of America’ trailer, as well as two major scenes within the Return to Rapture DLC.
Additional projects include all DLC logo designs, the BioShock Infinite logo refresh, Steam Achievement icon designs, and the Mind in Revolt limited print mini book.
Kingdoms of Amalur: Reckoning
April 2010 - February 2012
Work created for the Kingdoms of Amalur IP, primarily focusing on the released title Kingdoms of Amalur: Reckoning and all of the associated DLCs.
The grand majority of the work I created was packaging and product design for the KoA:R collector editions (3 tiers), which featured a full deck of physical cards, pulled from UI assets and translated into fun physical keepsakes. The whole Collector’s Edition project had to be turned around in under 3 months, from concept to final approvals, and sold out in record time.