I worked as an Art Director on Marvel Rivals, leading a dedicated environment design team that I assembled for the project.
My role focused on location design and visual development for multiple in-game environments. I guided the team, shaped the visual direction of the locations, reviewed design work, gave feedback and helped maintain consistency across the environments we developed.
My role was focused on environment and location art direction rather than overall game-wide art direction. I led a separate environment design team working under my direction.
The work was built around an important production constraint: many locations already had gameplay blockouts that could not be changed freely. Players run, jump, fly and use almost every part of the space, so the architecture had to respect the gameplay structure while still becoming visually rich, readable and specific.
A large part of the challenge was finding the right balance between culture, technology, fantasy and gameplay clarity. For some of the locations, the visual language explored a mix of cultural motifs, futuristic materials, geometric patterns and monumental forms.
Full visual case study will be added when additional materials can be shown.