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Devise the Story.

Visualize and Prototype.

Stylize and Inform.

Create Context.

Below you'll find examples of the many narrative and graphic works found in the archives and also on Alphazett.

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ARCHIVES

Organized in accordance with the Many-Boxes Theory of Content Containment, each box is an infinitely expandable narrative concept, as defined by its snappy title and brief description. Simultaneously both old and new, many of the entries are legacy projects that have been reworked  in order to tell a story of lasting value beyond the oft-forgotten project itself...  Good ideas never die, they evolve.

 

The Multiverse awaits at Alphazett

A brief introduction to The Alphazett Project, a world building experiment and online portal to the multiverse, featuring all original art, design and writing.

NARRATIVE | WORLD | ILLUSTRATION | GAME | WRITING | WEB

Stories about Cities about Stories

A catalog of events, memories, and landmarks and a periodically renewed city of ideas built on the discarded ideas from different (game) universes. A birthing ground for story ideas and building concepts developed elsewhere.

NARRATIVE | CONCEPT | ILLUSTRATION

The Pictorial Evolution of a Website

The site design for Alphazett was a slow, iterative process that reflected ongoing machinations behind the evolution of the Alphazett project itself.

WEB | GRAPHIC | CONCEPT

Post-apocalyptic Scribbles

End of the world art from a post-Reagan world. I was living in Boston, hating my job, and over-indulging. Then I moved to Los Angeles and it really got dark.

CONCEPT | ART

The City-Builders Parts Catalog

A catalog of city-building components-- a riff on the 'Acme catalog' of everything, and a brick-and-mortar companion to Alphazett Cities.

CONCEPT | WORLD | ILLUSTRATION

Narrative Design and World-Building

Early design and prototype development from the "Shadow of Mordor" adventure-fantasy RPG. A rare example of a consistent visualization process from concept through (pre)-production.

NARRATIVE | WORLD | ILLUSTRATION | GAME

Building a City Inside and Out

Ambitions were high to create an immersive, inhabitable Las Vegas in which to do unspeakable things with an XBox. Four and a half years later, we had a city, but the dream had died and the project was cancelled.

WORLD | GAME

Postcards from Distant Lands

A "photo" essay featuring locations described in the journals of Syd Arthur, the Worlds Fastest Librarian.

NARRATIVE | CONCEPT | ART

Actual Drawings Made with Pencils

Early concept drawings were always done in pencil before being run through the Photoshop gauntlet of magical effects and endless typographic possibilities. These were all produced during a particularly fertile period in the early days of XBox.

CONCEPT | ILLUSTRATION | GAME

Studies in Perspective Manipulation

Experiments in perspective depicting simultaneous events in parallel worlds. Perhaps abstract dissertations on living in Los Angeles, or simply fractured fairy tales.

CONCEPT | ART

Dark Drawings from a Dark Phase

Los Angeles was a dark time, but also a deep source of inspiration in unexpected ways. Riots, earthquakes, and a recession all featured heavily in my general outlook.

CONCEPT | ART

Pulled from the Vast Archives

Curated collections from actual sketchbooks. While neatly compacted for presentation, minimal digital shenanigans has otherwise occurred.

CONCEPT | GRAPHIC | GAME | ART

Spindly Highways and such

A loose exploration of spiderweb-like transportation networks enveloping a city. An early sketch series with continued relevance.

CONCEPT | ART

A retrospective gallery of constructed drawings.

CONCEPT | GRAPHIC | ILLUSTRATION | GAME

Progress Report on Elevator Design

A space elevator is a theoretical construct-- a cable stretching from earth to an orbiting space station. I took that a bit further and conceived of a 60,000 mile continually inhabited structure.

CONCEPT | WORLD | GRAPHIC | ILLUSTRATION | GAME