Working on Dungeon Boss was like reliving a childhood dream—diving into character tropes, pixelated worlds, and the thrill of PVP-style battles. As a motion designer, I crafted fresh new scenes using isometric content in Unity, breaking the fourth wall to reimagine the Dungeon Boss universe in bold, unexpected ways.

As one of my first creations for Dungeon Boss, this App Preview became a personal milestone. It struck the perfect balance between creative freedom and App Store precision—capturing the heart of the game while pushing the limits of what’s possible. Every frame was crafted to channel the game’s magic, might, and mischievous spirit.

Storming the Castle: 3D Trailer

I had the honor of contributing to a large-scale Dungeon Boss production, supporting the project from concept to final edit. The idea evolved over months of exploring assets, developing custom creations, and carefully translating low-poly characters into high-poly cinematic models. Partnering with Tiny Island Studio in Taiwan, we brought the world of Dungeon Boss to life in stunning detail—raising the bar for our team and elevating our UA efforts from small-scale support to high-end cinematic storytelling.

Floor textures
Floor textures
Line rendering of geometry
Line rendering of geometry
Stylized render with ambient lighting
Stylized render with ambient lighting
Full Scene geometry, built with models from Unity Build
Full Scene geometry, built with models from Unity Build
completing geometry in areas unfinished by dev teams
completing geometry in areas unfinished by dev teams
cleaning up geometry of model, prepping for animation studio
cleaning up geometry of model, prepping for animation studio
Character design - Lich King Skeleton Model
Character design - Lich King Skeleton Model
Variant 1 "Clocking In"
Variant 1 "Clocking In"
Variant 2 "Action Figures"
Variant 2 "Action Figures"
Rendered Scene with Lighting, Main Doors
Rendered Scene with Lighting, Main Doors
Rendering Scene with Lighting, Main Corridor
Rendering Scene with Lighting, Main Corridor
As Supporting Associate Art Director, I oversaw story continuity, set design, character development, and overall composition and layout—transforming isometric models into fully realized 3D environments. I guided story elements, character tone, voiceovers, and sound FX, ensuring every detail worked in harmony. From concept to final render, I served as the final gatekeeper for quality and cohesion.
Sneaky Ninja: Commercial Trailer
Our studio set out to create two feature trailers for Dungeon Boss. As a follow-up to the first, we developed Sneaky Sneaky Ninja—a playful, action-packed trailer highlighting the game’s signature characters and core themes. The project came to life through close collaboration between our in-house Big Fish artists and the talented team at Tiny Island Studio, blending creativity, character, and cinematic flair into one seamless adventure.
3D Rendering
3D Rendering
Cave, model based on Lich King
Cave, model based on Lich King
Entrance
Entrance
Full Scene
Full Scene
T Pose of Ninja Warrior
T Pose of Ninja Warrior
Rendered, Paintover Illustration for final color (Illustrator: Dave Piexoto)
Rendered, Paintover Illustration for final color (Illustrator: Dave Piexoto)
Rendered, Paintover Illustration for final Color (Illustrator: Dave Piexoto)
Rendered, Paintover Illustration for final Color (Illustrator: Dave Piexoto)
Behind the Scenes: Boss Fight Studios
In partnership with the creators of Dungeon Boss, I had the privilege of spearheading, directing, and filming a behind-the-scenes video series that pulled back the curtain on the game’s development. Our goal was to capture the passion, creativity, and insight behind the world-building process—giving players a rare glimpse into how the magic was made. Our team traveled to the heart of Dallas, Texas to film the devs in action, crafting a narrative designed for both marketing and YouTube audiences.
User Acquisition Marketing Content
Supporting the UA team, I developed ongoing marketing content that tapped into the immersive world of Dungeon Boss, built in Unity. By diving deep into the game’s pixelated landscapes, I crafted fresh scenes and cinematic moments never seen by players—showcasing the game’s charm in new, attention-grabbing ways that elevated engagement and player interest.