King of Destiny

Luck Battle Mobile Game

As Art Director, my responsibilities were to lead creative direction for the product, enable and support the art team, collaborate closely with other departments, and contribute as an artist across various disciplines.

I had the pleasure of directing and working with an amazing art team on creating a vibrant and fun world.

ROLE

Art Director

PLATFORM

IOS · Android

DISCIPLINES

Art Direction · UI/UX · Illustration · VFX · Animation

Video
Creatives

Lemon Sky Studios assisted in creating video creatives directed to highlight the character personalities and gameplay of King of Destiny.

I collaborated with the Lemon Sky Art and Production team to scope and manage timelines and costs.

During the process I gave creative direction for each video ad including storyboarding, animation, VFX, asset production, color keys, staging and sound.

CHARACTER PRODUCTION

With the help of Lemon Sky Studios, I looked to create 3D characters based on existing 2D game art.

Stylistically, the goal was to end up with characters in between Supercell’s “Clash of Clans” and Disney Infinity’s character style.

I adhered to bold and clear shapes with a limited color palette to keep the game readable and casual.

I have always loved how limiting the amount of visual elements can create iconic and recognizable characters.

MARKETING
ART

Alongside development for the game, I led creative direction for all marketing initiatives, across various products.

I was responsible for maintaining brand continuity, storyboarding and theming for videos, music and sound effects, and overall visual design.

I’m proud of what the team was able to achieve, using each opportunity to highlight the vibrancy and humor of our characters. Each creative was a chance to bring out the personality of the characters, the product, and the team.

Game
art

I gave creative direction to the art team to create a snappier, juicier, and more responsive experience across the game.

The team delivered on visual and gameplay improvements across various targets, including UI/UX, animation, VFX, and sound design.

In addition to art direction, I also collaborated closely with the team members on completing deliverables across the disciplines. This includes working on UI/UX in Figma, creating Pre Viz in After Effects, scoring sound effects, animating assets in Spine, and creating 2D illustrations and concepts.

In order to bridge the gap between the art team and development, I worked in Unity to create many of the prefabs, VFX, and animations in editor for the team.

Mount
Olympus

Mount Olympus was the game's flagship live ops event and its first step towards Web3 integration. Players competed in-game to earn event currency that converted to cryptocurrency, claimable through a dedicated Progressive Web App — creating a seamless, end-to-end experience that bridged the in-game world and the web.

I contributed across the full player journey, from in-game event systems to the PWA redemption flow, ensuring every handoff between platforms felt cohesive and intentional.

Social
Content

A key part of the marketing strategy was to create a library of shareable media amongst our community. I worked with our marketing artist to create a wide variety of content.

We focused on creatives that could be used on social communication platforms such as Telegram and Discord.