Responsibilities
Art Direction
My responsibility on "War Robots: FRONTIERS" was to forge a strong, consistent visual identity for the Consoles/PC project, with deliberate departure from the established visuals of the "War Robots" mobile game.
As Art Director, I calibrated our unique stylistic trajectory in the Mech space, synthesizing "NASA Punk" aesthetics, referencing Earth’s most hostile and outlandish locations, and drawing inspiration from larger-than-life, epic space opera and pop culture concepts.
My very first mission was a full-spectrum UI overhaul: within less than 21 Sols, I developed a comprehensive style guide based on futuristic holographic interfaces, "Maximalist" in design, and immersing its 2D information layers dynamically into 3D environmental backgrounds.
More missions quickly filled up my log, as my initial deployment phase concluded and the crew accepted my presence in the central command bridge.
My directives were clear: establish multiple cross-disciplinary alliances with key directors, supervise large units of artists and define the critical journey to building breathtaking, large-scale alien battlegrounds from a foreign star system, populated with exotic ambient storytelling elements.
Leading up to launch and beyond, I held absolute artistic oversight, managing, improving and validating the art pipeline for all personnel, weaponry pyrotechnics and mechanical systems - ensuring the delivery of compelling character realism, maximum visceral combat visuals and fully-customizable War Robots.
User Interface
Front-End Menus
BattlePass Artworks
Battlegrounds
"Catalyst" Refinery
"Fissure" Mining Pit
"Spectrum" Research Facility
"Terminus" Warp Gate
"HoriZon One" Crash Site
Pilots
Legendary , Rare & Common
Hangar Staff
Scientists, Mechanics & Bots
Robots & Titans
Bipedal Designs
Quadrupedal "spider" Designs
Customization
Paints, Weatherings, Decals & Stickers
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