
Summit — World Building
World-building work for Summit, focused on creating a cohesive visual language across characters, environments, and systems, where small design decisions accumulate into a believable, emotionally grounded world.
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The world of Summit was an archipelago of five islands. The largest was uninhabited, with a steep volcanic mountain visible from anywhere in the island chain. The other four islands were home to characters called the Boops. Each island had its own biome and culture for users to explore.









Happy Happy
Surrealism with Purpose
Concept design for Happy Happy, a cognitive bias modification experience based on research from McGill University. The surreal, playful world design was intentionally crafted to support an unusual core mechanic: interacting with large, floating faces in a way that makes the task feel inviting rather than clinical.





Overview video showing concepts translated to real-world application

Busy Bodies
Constraint-Driven Design
Visual development for Busy Bodies, a focus application built around tracking a single character within a dense city of hundreds. The concept direction leaned into modernist simplicity — balancing visual clarity with the performance demands of rendering large crowds in real time.







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Screenshot of actual experience

Simplified character design minimized bone count for performance
Personal Work
Creative Testbed
Personal work serves as a testing ground for ideas, styles, and visual systems that often inform my professional projects. Many of the approaches explored here later find their way directly or indirectly into client and product work.



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