A scene crafted to reveal more than bodies — a moment where identity fractures, vulnerability surfaces, and two rebels stand exposed beyond war and duty.
North’s Shaman, Variant II
A stylized reinterpretation of the Spirit Shaman, crafted for the visual demands of mobile gaming while preserving the character’s ancestral weight and supernatural depth.
Siggi’s Headlock
A scene designed to explore the chemistry between two warriors who fight each other without ever truly being enemies. The goal was to capture physical tension, subtle humor, and wordless intimacy — a narrative told through touch, strength, and the playful push and pull of control.
Gléasanna an Fhómhair
Character created to explore a new, more stylized and cartoony aesthetic while keeping symbolic depth. A tiefling druid inspired by Celtic nature lore.
Valyrian Daar
Character designed to explore elegance, movement, and lethality in one silhouette — a dragonborn rogue shaped to balance charm, danger, and visual identity.
Mine Escaping the Oilers
Illustration created for the Tales from the Elsewhere promotional video, fully structured in independent layers for animation, camera movement, and atmospheric effects.
Temequii Digging a Grave
Illustration created for the Tales from the Elsewhere Kickstarter promo video, built in fully separated layers for animation, lighting effects, and controlled camera movement.
Hezekiah in a Saloon
Illustration created for the Tales from the Elsewhere Kickstarter promo video, fully designed for animation with layered depth and narrative intent.
The Ruination
A distilled overview of Clockworld — the moment our world collided with something that should’ve never crossed over.
Mudo Walks Away
Justice weighs heavy — sometimes on the holster, sometimes on the soul. Instead of simply depicting Mudo leaving the saloon, I expanded the narrative by adding hanged criminals in the scene — a stark reminder of his role as the law’s enforcer and the burden that comes with it.The narrow, snow-covered back alley becomes a metaphor for the hidden, dirty side of justice — the side only he faces. The contrast between the warm, lively saloon and the cold solitude outside reflects his fragile emotional state, worsened by alcohol. In the second variant, I introduced the ghosts of the criminals he sentenced. Translucent, restless figures that heighten the psychological tension and visualize the guilt that follows him everywhere. The scene becomes richer, more symbolic, and more cinematic than the initial briefing suggested. // Illustration created for the Tales from the Elsewhere series, reinterpreting the original briefing to deepen Mudo’s psychological and symbolic layers. Justice stands in the sunlight — but those who carry it walk in the dark In the second variant, I embraced full cosmic horror, heavily inspired by Lovecraft, Stephen King’s IT, and films like Event Horizon, The Color Out of Space, and The Thing. Yun’s transformation was never meant to follow the trope of flesh tearing through fabric. Instead, it was imagined as something so incomprehensible that even her clothes become part of the creature. Designing a dark back alley within the Old West — a setting rarely shown in classic depictions — demanded research and careful composition. The result brings something unexpected to the genre while staying visually coherent. SEND MY PROJECT FOR REVIEW