PRINT + GRAPHIC WORK
Here are a selection of projects and clients I have contributed to with graphic design, layouts, and branding assets.
After working with Cave Bear Games on Plantasia through September of 2025, our Creative Director reached out to me with the new mission of converting the studio into a non-profit focused on providing resources and connections to indies and juniors within the game industry. All of this would be done under the new name, Cave Bear Collective.
As we transitioned, it was my responsibility to create a new logo that maintained brand identity from my previous work, adjust to a more community-focused vibe, and create a simple brand guide for other marketing artists to take forward with the team’s new mission and aesthetic.
CAVE BEAR Rebrand
To keep the identity of the original logo, I used the same font face and reworked the bear side profile into something more welcoming. Combining two of these elements with a simplified version of Plantasia’s mascot B.E.A.R., now creating a nice trio of figures to emphasize CBC’s new community focused goals, and we had a winner!
PRIMORDIAL:
A Sketchbook
I worked with fellow artist, Luci Lee, to select work and create page layouts for her debut collection of work in PRIMORDIAL. Below are a selection of spreads from the book.
We needed branding that immediately conveyed the key Solarpunk and Cozy aesthetics of Plantasia. We liked the early rough logo so much that it’s core was kept through to the end, with refined secondary elements that kept in line with the Mesoamerican influences on the game world’s culture.
PLANTASIA Graphic Identity
Final Key Art containing the ship’s cozy atmosphere, as well as the mascot B.E.A.R.
Logo Progression
Misc. Trim and Tileable Exploration
Because of the wide range of plants you can breed in Plantasia, we needed graphics that were distinguishable at a glance in the codex. I developed plant type crests and specific seed icons for various species present in the UI. With the addition of an affix system that motivated hybridization, each effect needed an obvious icon in menus.
Elements like the Faction Icons were needed in certain menus, but were equally useful in exploring the larger world and visual language beyond your greenhouse operation.
PLANTASIA Iconography + UI
Plant Family Crests
Faction Icons
Considering the multiple rooms the player needed to access across their ship, I concepted menus that were meant to serve as in-universe representations of the ship and would allow the player to quickly move to wherever they needed.
A lot of graphic and menu visdev on this project was emphasized as in-universe. Because the player only ever interacted with the world through point-and-click, I wanted as many menus as possible to feel like actual interfaces on the ship’s computers. Ultimately, many of these features were scrapped due to time constraints, but the exploration of these visuals informed a lot of other decisions later on.