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When Square/Enix decided to release the original three Hitman video games in High Definition, instead of just using a plastic clamshell case, they opted to package the games in a hardbound art book featuring 23 artists' interpretations of the classic series.
I was tasked with the Anathema mission, in which Agent 47 must rescue his friend from a mafia Don with a penchant for golfing. Each artist was also required to submit an artist's statement to accompany their work. Mine read:
"Since my work references the iconography of video games, doing a tribute to the Hitman series was a perfect fit. I imagined what the Anathema mission might look like as an action-adventure side scroller in the 8-bit era and then created several layers to construct a narrative element. Showing Agent 47 use the golf club to kill Don Guillani also underscores the personal nature of this mission; it requires more violence and effort to kill with than a gun, and the irony of killing the Don with the object of his favorite pastime is particularly vengeful."
Game Design, Illustration, Packaging
2013
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Gallery: iam8bit
Exhibition: SUPER iam8bit
For iam8bit's (semi) annual mega art show celebrating the art of video games, I created Magna Arbor Vitae Deku (traslated “The Great Deku Tree of Life”) a sprawling exploration of the evolutionary biology of the 200 most important species from the Legend of Zelda video game series. Complete with binomial Latin names (Zora bellator and Zora fluvialis share a common ancestor with the more peaceful species Zora sapien, for example), the brances of the Deku tree trace the evolution of each species over millions of years. Forks in the branches indicate an extinct common ancestor of the species that follow.
Fine Arts, Graphic Design, Illustration
2012
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Created for a time-travel themed exhibition in conjunction with the release of "So You Created a Wormhole: The Time Traveler's Guide to Time Travel" by Phil Hornshaw and Nick Hurwitch.
Fine Arts, Game Design, Illustration
2012
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Illustration for an article about restaurants in Denver leading the charge toward more environmentally sustainable practices.
Illustration
2012
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Awhile back I was commissioned to do some illustration work for a rather peculiar video game for the SONY Vita called Frobisher Says. The brainchild of Richard Hogg and indie developer Honeyslug, Frobisher Says involves playing through a fast-paced sequence of minigames at the command of the titular character.
Game Design, Illustration
2012
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For their "Float" campaign, Brooks Running (my running shoe of choice by the way!) hired me to design a series of print and web advertisements reminiscent of early platform video games like Donkey Kong. The "player" must overcome a series of obstacles representing the daily distractions that get in the way of running, but his reward is worth the effort: the "float"-like sensation of running in Brooks "Adrenaline" shoe.
These are the two primary ads, one for the men's shoe and one for the women's.
Advertising, Graphic Design, Illustration
2013
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For the upcoming Philadelphia Science Festival, I worked again with the Franklin Institute to come up with a solution that was both fun and educational. This year's theme was the Scientific Method; the challenge here was coming up with a concept that depicted the various steps and processes but was appealling to kids. The solution I came up with was to use a robot as a metaphor for the processes, each part of his large mechanical body acting out one of the steps.
Branding, Graphic Design, Illustration
2013
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Client: Game Developers Conference
Art Direction: iam8bit Productions
Recognition: AIGA 365 Design Effectiveness 2011
The Game Developers Conference is the largest annual gathering of professionals from the video game industry. For GDC 25 I was commissioned by the evil geniuses at iam8bit to design a pixel mural of epic proportions, 20 feet by 8 feet to be exact. The only catch? The wall would be completely blank...
Exhibition Design, Illustration, Interaction Design
2012
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Cover illustration for GRID Magazine
Illustration
2012