Chronomancy
2024 | Unreal 5 | Art / Environment / Lighting






As Lead Artist on this 30-week Senior Capstone project, I guided a team of 8 artists, 3D modelers, and animators from pre-production to Alpha release, collaborating closely with narrative, gameplay, and programming teams to define the project’s visual identity. From day one, I set out to establish a visual foundation for our team by designing enemy and environment concept art, reference libraries, and modular designs for our procedural map. Over the first sprint, I focused on grayboxing environments and optimizing lighting; in the second, I prioritized team support—curating resources for animation, UI, and sound—while continuing to iterate on visual polish. By the final sprint, our game featured cohesive lighting across procedurally-generated environments, 4 distinct enemies, 10 unique spell VFX, and a consistent art direction across environments, characters, and UI.
Character Concepts
Some early concepts of our enemy creatures, the Dolavok.
Environment Concepts
A sample of room and lighting concepts, particularly highlighting the use of verticality and light to guide players.
Read Full Development Process



Q1/Pre-Development Closing Thoughts
As my first time working with a comprehensive team of talented artists, 3D modelers, and sound designers, closing our 1st 10-week course (as well as pre-development) made me realize this project blossomed into a greater teaching experience than I had first thought it would be. Testing my abilities both as an artist and team lead, this stage of our development has been stressful to meet deadlines, and as I reflect on what's to be improved moving forward I've realized several things:- We need a dedicated Level Designer, which would relieve me of my biggest time commitment and allow me to fulfill duties to my team better
- Our previous Kanban service changed the limits of their free plan, pulling the rug out from under our team management. We'll be migrating to Airtable between our next 10-week course (Capstone 2nd Quarter).
- Regular meetings with Production, Programming, Design, and Narrative leads to address issues more efficiently and improve collaboration between departments.
Character Concepts
Some early concepts of our enemy creatures, the Dolavok.


Environment Concepts
A sample of room layout concepts I made, particularly highlighting the use of verticality and light to both dress and guide players.


