TOME: Immortal Arena — Visualizing the Myth Behind the Mechanics

While on the Shared Creative Services team at KIXEYE, I developed exploratory concepts for TOME: Immortal Arena, a PvP brawler where Guardians fought for control of the Nexus in a mythic world.

The game revolved around four attributes, Health, Might, Attack Speed, and Movement Speed, each shaping combat rhythm and player identity. My goal was to turn those mechanics into visual language: armor that felt faster, heavier, or infused with divine energy.

The challenge: what if the rules of the game were carved into its world?
The result, a mythology of balance and warfare, where strategy and style became one


GUARDIAN STUDIES

Faction explorations visualizing TOME’s elemental pantheon: sea, storm, fire, and frost, testing silhouette strength, hierarchy, and readability.


CHAMPION ORTHOGRAPHICS

Refining silhouettes into production-ready character sheets, armor, wings, and weapons shaped by gameplay stats and material language.


FINAL CHARACTER ILLUSTRATIONS

Cinematic hero poses for marketing and splash screens, translating gameplay clarity into mythic storytelling.


WEAPON CONCEPTS

Swords, shields, and axes forged as relics of divine warfare, blending ornament with function.


CLOSING REFLECTION

These designs captured the tension between strategy and divinity, a mythology shaped by player choice. Created during early visual development at KIXEYE, they helped define the tone and direction of TOME: Immortal Arena’s launch aesthetic, even though my specific explorations didn’t make it into the final game.

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