
The American Scream (2011)
Director/producer Michael Stevenson asked me to create a cover for the pitch packet he was using to get cable network Chiller interested in producing his documentary on the rise of neighborhood haunted house attractions. The packet worked, and the film was released in 2012, retitled The American Scream. It was warmly received by audiences and maintains a rare 100% rating on Rotten Tomatoes.
All art for this project was done with pen and paper, except for the color and some letting, which was done in Adobe Photoshop.
These rough thumbs would let me get started with an overall composition.
This was the first pass at the chosen thumbnail.
This was getting closer to a finalized version of the selected thumbnail, before we decided to revise the concept and ditch the big skull.
This was the first pass on the revised concept, which showed a greater emphasis on the house itself and incorporated 100% hand-drawn fonts.
Rejected color pass 1. All color passes were sent at one time, so Stephenson could compare and contrast.
Rejected color pass 2
Rejected color pass 3
Rejected color pass 4
Final version as it appeared on the pitch packet cover.
Beasts (2017)
I worked from a series of character descriptions for a pitch deck for an unproduced animated series. This was a very fast-moving project, as the producer had meetings in place with the network they were working with at the time, and needed art for the packet ASAP.
Digital, iPad Pro & Procreate.
Tommy thumbnails.
Jenny thumbnails.
Carol thumbnails.
The lead character would transform into a monster, and needed to convey the same full range of emotions, while also being monstrous.
Tommy, final.
Jenny. This version was deemed too old for final and revised.
Jenny, revised & final.
Carol, final.
Jenny as Wendigo, final.
Wendigo, angry.
Wendigo, neutral
Wendigo, saaaaad.
Dead Last (2015)
Dead Last is an “endless shooter” for iOS, developed by Rocksauce Studios. I designed all characters and scenarios.
Pen and paper. Colors with Adobe Photoshop.
In the early stages, we discussed a scientist character, fighting hordes of zombie monkeys. This wasn't a formal sketch, but a visualizing of the idea.
Gameplay consists of a character who shoots in 360-degrees from a fixed center, as enemies move in from all sides, faster and faster.
This level guide was passed along to an artist to create the level with a 16-bit look.
Level 1 character, final.
Levels had static "cinematics" for storytelling. Level 1 cinematic.
Level 3 cinematic.
Male beach zombie.
Female beach zombie.
Medic zombie.
Nat. Guard zombie.
Jock zombie.
Jock zombie, alt.
"Lunch Lady" zombie.
"Lunch Lady" zombie.
Level 1 "Lunch Lady" zombie, implemented in the game by a pixel artist (not me).
Jock zombie.
Jock zombies.
The zombies of Dead Last became real at SXSW!
Miscellaneous Concepts
Not every request produces a robust look at the process. Here are some additional designs I’ve been asked to do for various projects.
Thumbnails for app store icon for a mobile game.
An internal team at a big oil logistics company wanted a wolf hero mascot. We were able to start the conversation from these tight thumbnails.
My guidance on this wolf hero mascot was that he should look "shabby." The version on the right was the finalized revision.
The proposed antagonist for an unproduced city planning game.
The proposed supporting "guide" characters for an unproduced city planning game.
Commission. This was a likeness for a puppet design.
Carnies, for a hiccup prevention app. Yes, this was a real thing.
More carnies.
More carnies.
More carnies.
More carnies.
More carnies.
Zombie makeup concepts for an unproduced film.
Werewolf design concept for an unproduced werewolf film. The human feet drew a very mixed reaction. :D
Concept art for an unmade Manny Pacquaio video game.
Mascot reactions for the iOS game Fun Shui.