As Art Director on Project Eden, I led the visual development of a lush, narrative-driven adventure game set in the expansive world of Avatar. In close collaboration with Disney and Lightstorm Entertainment, our team at Jam City worked to faithfully translate the visual richness of Pandora to mobile platforms—preserving its scale, biodiversity, and emotional impact within the constraints of real-time gameplay.
A key challenge was adapting the epic scope and cinematic detail of James Cameron’s universe into a form that felt both accessible and immersive on mobile devices. I oversaw a multidisciplinary team of concept artists, environment and character artists, UI designers, technical artists, and animators, ensuring visual consistency and clarity across all elements of the game. This included developing modular environment systems, stylized shaders, and performance-conscious rendering strategies that maintained the signature look and feel of Pandora.
In addition to leading internal art direction, I collaborated closely with narrative, design, and engineering leads to shape a cohesive player experience—balancing exploration, storytelling, and resource management. I also managed regular reviews with Disney and Lightstorm, aligning our creative goals while integrating feedback to meet franchise standards.
One of the core creative challenges was adapting the vast scale and visual density of Pandora—its exotic biomes, bioluminescence, and cultural richness—into stylized, real-time environments that would resonate with a broad audience while still honoring the visual legacy of James Cameron’s universe. I worked closely with concept artists, environment and character teams, and technical artists to develop a modular pipeline that supported large-scale world-building without sacrificing detail or atmosphere. This included crafting biome-specific color palettes, stylized foliage shaders, and VFX systems that captured the magic and mystery of the world.
I also directed the creation of player characters, including a range of customizable Na’vi avatars and robots. We designed a system that allowed for meaningful visual customization while preserving cultural authenticity and narrative cohesion. All creatures were designed with gameplay in mind, with shared rigging and animation systems to support scalable development across the game's adventure mechanics.
Base building and farming systems were central to the player experience, requiring a visual language that felt natural to the world of Pandora while supporting clear gameplay feedback, and advancing the lore. I worked across disciplines to define the look and feel of Na’vi technology and structures, blending organic forms and human materials into a style that felt both intuitive and true to the franchise.
This artwork is from the combined efforts of multiple artists under my direction.