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Card illustrations for the board game "Flourish" by Starling Games.AD: Dann May
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Concept for a Dungeons and Dragons deep gnome rogue that is one of the player character options.The development of this character went from a rebel teen with a fun-loving streak, to a young adult who's a bit more jaded and mean about the whole adventuring business. We wanted their look to nod back to punk rock but with our twist of traditional DND high fantasy.
Concept for a Dungeons and Dragons kenku rogue that is one of the player character options.The development of this character went from an elderly grumpy old bird, well beyond his golden years of thieving, to the current loud and mischievous young raven. We also went from a body shape that was more 'creature' to a more humanoid silhouette to communicate his intelligence and agility.
Concept for a Dungeons and Dragons griffon, but our spin on one that is small and more of a common pest than a monster.Much like traditional DND griffons, the Gull Griffon has a feline (domestic cat) half and a bird of prey (common seagull) half.He is here to steal your chips and eat the stray chimeric rats running across the docks
Concepts and orthographic drawings for the security guard alarm and vfx states.This alarm needed to look ornate and stylistically fit into the mansions and wealthy street areas of the Dungeons and Dragons higher class while still look functional as the guard patrols would be using it against the players.
Concepts and orthographic drawings for a whole kit of light modules that can be used throughout the level, mixed interior and exterior spaces.These needed to look magical but still be a simple asset that can be used everywhere and cost very little in engine. Along with the light itself, I was also responsible for concepting every light fixture to hold the modular lights.
I provided art direction and project management to global art vendors that OtherSide Entertainment partnered with like 1518/PTW, Virtuos, and Dragonfly, as well as individual contractors.I was responsible for directing external partners to deliver to our art quality bars through the use of industry standard tools (Unreal Engine, Maya, Zbrush, Blender, Substance Painter, Confluence, Jira etc.) to make sure concepts and assets could be quickly used by animators and tech artists in engine.This also involved setting up workflow and submission processes with vendors, and providing constructive feedback when necessary. Many things like negotiations, scheduling, and documentation are not shown here due to sensitive company/legal information.
Resourceful - Empathetic - Exacting
I seek to tailor enchanting worlds packed full of unique voices.Christina Qi is a queer game artist raised in Canada, Singapore, and Hong Kong - presently working in the US. She graduated from the Rhode Island School of Design and is currently a concept designer and illustrator for video games, trpgs, film, and more.She spends her free time trying to discover the perfect pie recipe and summon an eldritch horror. Sometimes the troubling pie results and the cosmic abomination are unfortunately, the same thing.~For private portfolio, resume requests, and work inquiries, please email: