LUXOR: Quest for the Afterlife

Creative Director / Core Design

Environment Game Design

While at MumboJumbo, I led branding, visual direction, and core game design on a fractional budget. Using disciplined style guides to maintain quality, we were able to create amazing visuals in short timelines. The result exceeded previous installments despite reduced resources.

Cinematic Direction


With in-house talents of our concept artist Richard Luong, I directed cinematic elements that supported tone and progression without overextending scope. These moments reinforced polish and cohesion and added something new to the LUXOR games which had not been done before.

Menu Design & Key Art

Like with all MumboJumbo titles I creative directed, menus and box design were my creations. This work also included HUD systems with a focus on clarity, theme integration, and usability. Connecting the box art with main menu designs is one of my signatures, and with this title I also wanted to stress the adventure element in the map and also personal growth with the badges.

— PROJECT NAME

LUXOR Quest


— ROLE

Creative Direction

Core Game Design

UI Design

Branding


— DATE

11/05/2008

After the Ritual team departed MumboJumbo, I was asked to create the next LUXOR title on a fractional budget.


Thusly, the product relied heavily on detailed style guides to direct outsource partners and contract artists, ensuring clarity and consistency despite limited resources.


Leading from the trenches with a small but highly talented team, I contributed across concept direction, branding, menu design, and environmental visuals. The result was an on-budget title that looked better than previous installments, proving that strong creative direction and disciplined visual systems can outperform larger budgets.


The visuals in this game were possible because of the great art talents of R. Luong (Concept Artist), A. Hausmann, K. Kane, C. Lee D. Finley and GameVision. It was an honor to lead them.