Call of Duty : Advanced Warfare
Role : Lead Concept Artist
Marketing
On Call of Duty: Advanced Warfare, I took on more marketing responsibilities as we approached launch. These screenshots show my work composing, capturing, and then doing light paintovers to clean up pixels and polish the images – but never to create misleading “bullshots.” They were used for magazine covers, press materials, and as loading screens in the final game.
The team built such an incredible world filled with amazing characters and it was really satisfying to help show it off properly. I love the process of capturing gameplay moments; each shot needed to tell a story and to communicate the game’s vision, whether it was destined for a magazine cover or loadscreens.
This marketing work taught me a different side of visual storytelling – how to distill the game’s most compelling moments into single images that grab attention and get people excited to jump in and play.








UI Concepts
Coming off of shipping MW3, we had the opportunity to push the UI design boundaries for Advanced Warfare. The futuristic setting gave us some creative freedom to explore new visual approaches, but we had to carefully balance our artistic vision with what longtime Call of Duty fans would accept.
We experimented with holographic displays, dynamic information systems, and cutting-edge visual treatments that felt authentic to the game’s sci-fi world while maintaining the functionality that competitive players demand.
The conceptual designs shown here represent my early exploration work that helped influence the UI designs. These concepts pushed the sci-fi aesthetic while ensuring we didn’t alienate the core fanbase who expect precision and clarity from their interface elements.




Gameplay, Cinematic, VFX
Beyond the core UI explorations, I designed HUD overlays for vehicles, cinematic overlays for story moments, and various gameplay mechanics. The cinematic overlays had to enhance key narrative beats without pulling players out of the action – striking that balance between immersion and clarity.
The gameplay effects, like the threat detection grenades, were visual elements that responded directly to player actions and game states. Whether designing damage indicators, ability cooldowns, or environmental warnings, each effect had to communicate critical information instantly while fitting seamlessly into Advanced Warfare’s sleek, futuristic aesthetic.
It was all about giving players the feedback they needed while maintaining the cohesive design language we’d established for the game.




Environment Concepts
I also got to work on environment concepts for both the campaign and multiplayer maps. These paintings represent some of the exploration work I did to help establish the visual direction for Advanced Warfare’s diverse locations.
Working on environments was a nice change of pace from UI design, letting me dig into the world-building side of the project. Each concept had to capture the futuristic military aesthetic while serving the specific needs of either story moments or competitive multiplayer gameplay.





