LUXOR 3

Creative Director / Core Design

Art & Game Direction


The leadership team at MumboJumbo tagged me to take creative control over their flagship product LUXOR. It was an honor to led creative direction for level visuals, reimagining the LUXOR franchise with vibrant color and polish while honoring Egyptian mythos.


The remastering of the game’s visual language extended seamlessly from branding into in-game assets.

Menu & HUD Design

On LUXOR 3, was happy to also design the menu system, which integrated the in-game store and player progression map as a growing pyramid that evolved with player progress. The screen scrolling both left and right was a neat way to display the information, and something new I added to the franchise.


This reinforced the theme while making progression intuitive and rewarding.

— PROJECT NAME

LUXOR 3


— ROLE

Creative Direction

Core Game Design

UI Design

Branding

Team Management


— DATE

11/2007

In 2007, the Ritual team delivered the most vibrant LUXOR title to date for publisher MumboJumbo, at a time when LUXOR was one of the most installed games in the world. I contributed across key art teams, focusing on concept direction, branding, menu design, and environmental visuals.


Leading from the trenches, I worked closely with artists to elevate the visual identity while preserving the accessibility and clarity that defined the franchise. The result was a polished, colorful experience that expanded LUXOR’s appeal and reinforced its position as a high-quality casual title.


The visuals in this game were possible because of the great art talents of R. Luong (Concept Artist), R. Hutson, C. Curra, A. Hausmann, K. Kane, I. Villavicencio, H. Marquez, and J. O’Donnell. It was an honor to lead them.