QUAKE: Scourge of Armagon and Awakening

Creative Director / Core Design

Art Direction

With my first attempt at a 3D game, I contributed creative direction for characters, weapons, powerups and environmental visuals on Quake: Scourge of Armagon, Ritual’s first project in id Software’s iconic universe.


My work focused on authenticity to the QUAKE universe, while developing my personal game-art style and branding skills, building a foundation that helped defined Ritual’s visual identity.

QUAKE IV: Awakening

Creative Director / Core Design

Product Direction

On Quake IV: Awakening, I led creative direction across design, characters, weapons, and environments.


Working from the trenches, I helped craft a visually cohesive expansion that would have earned its place as a cult classic within the franchise if it had no been canceled during alpha.

— PROJECT NAME

QUAKE: SOA

QUAKE IV: Awakening


— ROLE

Founder

Creative Direction

Game Design

UI Design

Branding

Team Management


— DATE

1997

2021

At Ritual Entertainment, I helped establish one of the industry’s most respected art houses while working on QUAKE: Scourge of Armagon, Ritual’s first title set in id Software’s iconic QUAKE universe.


I directed key visuals for the game, focusing on concept design and environmental visual direction to ensure authenticity while expanding the world with Ritual’s own creative voice.


Later, on QUAKE IV: Awakening, I led the project direction from the trenches, working hands-on with an exceptional team to craft a memorable expansion within the cult classic FPS. This project, while reaching alpha, never shipped, however, Ritual assets did ship later in other QUAKE titles.


The visuals in this game(s) were possible because of the great art talents of M. Hadwin (Q:SOA), A. Hausmann, C. Curra, E. McCaughey, M. Morgan (Concept Artist), S. Hornback, V. Naymushin, R. Fleider, R. Singhal, W. Johnson, J. Chang (Concept Artist), Raven Software, id Software and Massive Black. It was an honor to lead them.