GAME DEVELOPMENT


Wicked Saints Studios
Role: Story Art, Visual Development, Production Art

Art Director: Meybis Ruiz Cruz
Creative Director: Jessica Murrey

World Reborn is a narrative-driven mobile game that blends storytelling and activism to save the world across every reality, including our own.

Free to download for ios here.

marketing material loop composite for the app store release, 2026

I was initially hired at Wicked Saints as a story artist to create the game’s onboarding and narrative sequences while establishing a pipeline for the implementation team. My role later expanded to a full time position as the studio’s in-house 2D artist. With mentorship from art director and character designer Meybis Ruiz Cruz, I became familiar with painting in the game’s established style. I created a range of assets from quick-turnaround prototypes to final designs and utilized a variety of programs including Photoshop, Illustrate, Premiere, After Effects, ProCreate, Figma, and Rive.

story art

selected storyboards in the World Reborn art book, 2024

During early preproduction, I storyboarded the game’s first chapter to plan compositions and map out the assets we would need. I shaped the pacing of the narrative, as well as the pipeline process of building each sequence out from the script. I worked closely with both the writing and engineering teams to create the flow of the game’s multi-path narrative while staying true to what the app would be able to reliably deliver across mobile devices.

Storyboard Example Sequences

Digitally animated vertical loading loop I created for the opening sequence.

production art

As a 2D production artist, my role was to create a variety of assets including props, backgrounds, UI elements, and preparing prerendered characters for Spine animation by painting additional expressions and poses. I worked closely with the creative team in both developing and creating the look and feel of a variety of features from the game’s onboarding to the comic book-like sequences that flavor narrative scenes, as well as in-game missions that integrate the game’s style with real world imagery.

marketing materials 

My role within the studio extended to wearing many hats, and I additionally provided assistance in multiple marketing areas. I made promotional materials for events like GDC, partnerships, and online collaborations; created videos, graphics, and campaigns for social media advertising; and designed the graphics needed for the game's App Store release.