Heavy Metal: F.A.K.K.2

Creative Director / Core Design / Brand Manager

Product & Art Direction

As the Creative Director at Ritual, I art directed the concept team on character and environment design, establishing the visual tone and attitude that defined the Heavy Metal universe in the game. Leading the art team, I worked hands-on to ensure every asset aligned with the IP’s raw energy while remaining cohesive and production-ready. These are some of the amazing visuals from the game, including some created by the one and only Kevin Eastman.

Art Direction

3D Characters

Heavy Metal: FAKK2

Game Design

Core Game Design

Within the environments, I crafted core game design elements with a focus on translating Heavy Metal’s personality into moment-to-moment play. Each design decision balanced creative expression with usability of the 3D world. This approach ensuring the experience felt authentic, engaging, and true to the spirit of the IP and 3rd person experience.

Environment Direction

Textures

On Heavy Metal, I personally created and directed texture work across environments and props, embedding grit, detail, and attitude into the world. The textures reinforced the game’s tone, grounding its exaggerated style in a tactile, believable visual language. These textures were so much fun to create.

Game Menus & HUD

On Heavy Metal, I designed and implemented the game’s menus and UI systems, focusing on clarity of our two-handed weapon system, while keeping the universe’s strong visual identity. Every interface element was treated as an extension of the Heavy Metal brand, blending usability with bold, unmistakable style. This was the first game I connected the box art with the Main Menu design, connecting the digital footprint with the retail packaging. This menu to box connection was used across most titles I designed.

— PROJECT NAME

Heavy Metal: FAKK2


— ROLE

Founder

Executive Producer

Creative Direction

Brand Manager

Game Design

UI Design

Team Management


— DATE

08/04/2000

With Heavy Metal, I served as brand manager, creative director and game designer, driven by a deep respect and love for the IP. I built and managed a small, focused team while remaining hands-on throughout development—creating textures, UI, menus, and visual systems that defined the player experience.


Working closely with Kevin Eastman, I helped translate the attitude, tone, and identity of Heavy Metal into an interactive product that stayed true to its roots. I creatively directed all branding and visual presentation, balancing faithful stewardship of the IP with practical game design decisions to bring a cohesive, authentic vision to market.


The visuals in this game were possible because of the great art talents of J. Thomas (Concept Artist), B. Anderson, D. Hart, J. Mueller (Concept Artist), Z. Hall (Concept Artist), B. Riza (Branding Artist), Luis Royo (box / Main Menu illustration) and IP owner Kevin Eastman. It was an honor to lead them.