Project: Okiniri - Art Direction (NPCs & Environments)
In our story, the world of Okiniri has been invaded and the inhabitants have retreated to massive flying beasts in the sky.

In our story, the world of Okiniri has been invaded and the inhabitants have retreated to massive flying beasts in the sky.

On the back of these beasts were player owned villages. They could be used as a safe place to nurture Okiniri, build structures for combat benefits, and craft items and armor.

On the back of these beasts were player owned villages. They could be used as a safe place to nurture Okiniri, build structures for combat benefits, and craft items and armor.

As you grew your town, inhabitants, rescued from the surface, would slowy take residence and help you build your home.

As you grew your town, inhabitants, rescued from the surface, would slowy take residence and help you build your home.

We did a lot of work estabishing what a culture that worshiped giant beasts woul look like including tools, clothes, and food.

We did a lot of work estabishing what a culture that worshiped giant beasts woul look like including tools, clothes, and food.

The inhabitants would take up residence in the ruins of an ancient civization that is long forgotten.

The inhabitants would take up residence in the ruins of an ancient civization that is long forgotten.

Project: Okiniri - Art Direction (NPCs & Environments)

These concepts were created for a project internally know as "Okiniri". Okiniri was the name for ridable beast that had the potential to unlock physical and magical abilities when bonded with a Rider. In doing so they became to protectors of all living things. Not only did I serve as Art Director, but I also was in charge of the creative team developing the IP. We wanted to tap into the collecting and nurturing behavior of Pokémon players but imagined for an older audience. Concept Art by Sergey Naygel, Kory Hubble, Chris Madden, and Anton Bogaty.

More artwork