
𝗖𝗼𝗻𝗰𝗲𝗽𝘁 𝗔𝗿𝘁𝗶𝘀𝘁 & 𝗜𝗹𝗹𝘂𝘀𝘁𝗿𝗮𝘁𝗼𝗿 | 𝗖𝗿𝗲𝗮𝘁𝘂𝗿𝗲 𝗗𝗲𝘀𝗶𝗴𝗻𝗲𝗿, 𝗪𝗼𝗿𝗹𝗱𝗯𝘂𝗶𝗹𝗱𝗶𝗻𝗴 & 𝗜𝗺𝗺𝗲𝗿𝘀𝗶𝘃𝗲 𝗩𝗶𝘀𝘂𝗮𝗹 𝗦𝘁𝗼𝗿𝘆𝘁𝗲𝗹𝗹𝗶𝗻𝗴
I’m a Concept Artist and Illustrator focused on building imaginative visual worlds for the video game industry—with a strong specialization in creature design. My work blends visual storytelling, functional anatomy, and stylized design to develop creatures that are not only visually striking but also grounded in the logic of their worlds.I enjoy working closely with art directors, game designers, and narrative teams to design creatures characters, environments, and fantastical lifeforms that support gameplay, deepen lore, and enhance player immersion. From early ideation and silhouette exploration to polished concept sheets and key art, I contribute across all phases of production.
Creatures Concept Artist
Creatures Concept Artist
Creatures Concept Artist
Here is a selection of work I completed some time ago for Dragon Trappers Lodge, as a Freelance Concept Artist.
Creatures Concept Artist
Creatures Concept Artist
Creatures Concept Artist
Hasteyrnos, Conqueror of the sands
I designed this creature for a personal project set in an action-RPG game context, focused on boss fights. To give a frame of reference, think of games like The Witcher 3 or Monster Hunter, where the player faces off against forces of nature within a realistic fantasy setting—meaning a world with internally consistent rules that echo elements of the real world.The Hasteyrnos was designed around several core ideas: a dinosaur-inspired foundation with a behavioral twist that adds a touch of fantasy; a cyclical gameplay structure built on three distinct phases, allowing the player to learn and master the creature's patterns; and the concept of a monster that behaves like a machine—using steam to propulse itself through sand—without necessarily looking like one.To further elaborate on the idea of steam-based propulsion, the internal system of the Hasteyrnos can be compared to that of a locomotive. A massive quantity of water is stored and pressurized within specialized organs, generating steam. Once the pressure reaches its peak, the steam is expelled through a network of pores running along its back and beneath its dorsal fin. This mechanism allows the creature to reach impressive bursts of speed while moving beneath the sand, as if it were swimming through it.
As previously explained, the steam-based propulsion also plays a key role in gameplay. The monster follows a cyclical behavior pattern driven by its internal body heat, which rises rapidly during underground combat phases and gradually decreases when it is forced to surface due to overheating.This cycle can be broken down into three distinct phases. It typically begins with a ground-based fight—slow but brutal. Once pressured and pushed to its limits, the creature quickly burrows into the ground and unleashes its signature weapon: steam. Thanks to this ability, it can propel itself at high speed underground and ambush its opponent by bursting out and diving onto it with relentless force. In this state, the beast becomes an unstoppable force of nature—extremely difficult to counter or evade. As the internal temperature continues to climb, the Hasteyrnos eventually reaches a critical threshold, forcing it to surface once again.At this point, it re-engages in close-quarters combat with a slower, more grounded fighting style reminiscent of a classic theropod. This phase serves as a cooldown period, allowing the creature to regulate its body temperature. However, the Hasteyrnos can still surprise the player by releasing sudden bursts of excess steam at carefully timed intervals, partially compensating for its lack of speed and adding an unpredictable edge to its attacks.
Since the head is the focal point of the creature, I explored numerous design iterations—blending raw power with the concept of transformation to surprise the player when the monster burrows into the sand. I wanted to maintain an aggressive aesthetic while also creating a solid, armor-like structure to protect the head. This led me to rethink the facial design by removing the external plates and scales, revealing a striking red face that contrasts with the protective horn, which folds down over it like a shield.
Creatures Concept Artist
Toxinodon, the Swamp bully
This is a project I completed a few years ago, with the goal of designing a monster that could fit within the Monster Hunter game series. The concept behind this design was to create a small-sized creature that could nonetheless pose a serious threat to more experienced players. The core of the combat strategy revolves around a simple rule: never face the monster head-on.The design highlights two main features: a sharp-toothed maw and a prominent tail that’s meant to draw the player’s attention. This tail serves as an obvious weak spot, both visually and in gameplay terms, as the monster has very limited means of protecting this large, trailing appendage.The tail actually serves as an organ for storing nutrients. Due to its body structure, the creature is poorly adapted for chasing prey and instead relies on ambush tactics. It hides in shallow waterways, lying in wait for its next unsuspecting victim. While this hunting method yields limited success, it has been compensated over time by the development of this storage organ, allowing the beast to survive for several weeks without feeding.
Weapons design
Toxinodon, the Swamp bully
This is a project I completed a few years ago, with the goal of designing a monster that could fit within the Monster Hunter game series. The concept behind this design was to create a small-sized creature that could nonetheless pose a serious threat to more experienced players. The core of the combat strategy revolves around a simple rule: never face the monster head-on.The design highlights two main features: a sharp-toothed maw and a prominent tail that’s meant to draw the player’s attention. This tail serves as an obvious weak spot, both visually and in gameplay terms, as the monster has very limited means of protecting this large, trailing appendage.The tail actually serves as an organ for storing nutrients. Due to its body structure, the creature is poorly adapted for chasing prey and instead relies on ambush tactics. It hides in shallow waterways, lying in wait for its next unsuspecting victim. While this hunting method yields limited success, it has been compensated over time by the development of this storage organ, allowing the beast to survive for several weeks without feeding.

Creatures Concept Artist
Tos is an upcoming tabletop role-playing game set in a richly developed world, steeped in lore and filled with the challenges of monster hunting. It offers a high fantasy setting where expanding empires clash with the untamed wilderness in pursuit of growth and the safety of their people.In this world, you'll find both premade campaigns and monster hunts ready to play—though creating your own adventures is not only possible, but encouraged.As a player, you take on the role of a hunter, a member of one of two guilds based on the Isle of Inahnk. These guilds are neutral factions, important enough to be granted passage across imperial lands in order to fulfill contracts. When a creature is slain, hunters can harvest from it—drawing power from the remains of their defeated foes.
Creatures Concept Artist
This section showcases the concept work I created during my time as a freelance concept artist for Rescale (formerly known as Lord of the Print). My role involved designing creatures intended to be sculpted and produced as miniatures for tabletop RPGs, miniature painting, and related hobbies. I contributed to themed monthly releases, developing a wide range of designs—from dragons to werewolves.
Creatures Concept Artist
Creatures Concept Artist

Let’s bring your creatures to life.
Whether you're a studio, a developer, a filmmaker, or an individual with a unique vision, feel free to reach out. I specialize in designing original and compelling creatures — from the fantastical to the monstrous — that help stories stand out and worlds feel alive.I'm always happy to connect, answer questions, and explore new collaborations.If you have a project in mind or just want to discuss possibilities, don’t hesitate to get in touch. Professional or personal, big or small — every idea starts with a conversation.