SiN Episodes

Chief Creative Officer / Core Design

Art Direction

On SiN Episodes, I art directed the concept team on characters, mutants, weapons, and environments, defining the look and tone that gave the SiN universe its distinctive edge. Leading the art team, I ensured every visual element—from creatures to environments—aligned with the franchise’s style while remaining production-ready and cohesive.

Brand Owner

On SiN Episodes, I lead the crafting of core design elements that brought the unique, stylized SiN universe to life, blending gameplay mechanics with world-building and narrative. Every design decision reinforced the franchise’s identity while supporting engaging, player-driven experiences.

Menu Design

I designed the menus and UI, ensuring clarity, usability, and a visual style that reflected the world’s edgy, character-driven tone. Each interface element was treated as an extension of the SiN universe, combining functionality with a bold, distinctive aesthetic.

Cinematic Direction

On SiN Episodes, I directed cinematic sequences that advanced story, tone, and character development, immersing players in the episodic universe. These cinematics integrated seamlessly with gameplay, balancing narrative impact with visual flair to maintain the franchise’s signature energy.

— PROJECT NAME

SiN Episodes


— ROLE

Founder

Creative Direction

Game Design

UI Design

Branding

Team Management


— DATE

05/2006

On SiN Episodes, I managed the art team while remaining deeply hands-on throughout development and its alignment to product design. I contributed across the full lifecycle of the product—from concept and world definition to in-engine execution—within an original universe created by Ritual.


Leading from the trenches, I worked closely with the team to solve creative and production challenges in real time, ensuring ideas survived contact with development and shipped with intent intact. My focus was on alignment between design, art, and gameplay, resulting in a cohesive experience that honored the franchise while advancing its creative and technical ambition.


The visuals in this game were possible because of the great art talents of R. Loung (Concept Artist), R. Jeanne (Concept Artist), A. Hausmann, R. Hutson, C. Curra, D. Demaret (Connard), E. McCaughey, H. Marquez, K. Kane, M. Morgan, N. Pappas, S. Hornback, V. Naymushin, R. Fleider, R. Gonzales, R. Singhal, S. Maines, S. McNally, S. Burnette, W. Johnson and Massive Black. It was an honor to lead these amazing artists.