Studio: Kixeye
Role: Concept Artist / 2D Production Artist
Team: Shared Creative Services

Description:
War Commander takes place in a post-apocalyptic world 30 years after civilization’s collapse. Players command armies of tanks, aircraft, and mechanized units to seize vital resources and dominate rival factions across a global battlefield. The game’s world blends grounded military realism with a futuristic war-torn aesthetic, reinforced through monthly live events and alliance-based strategy systems.

As part of Kixeye’s Shared Creative Services team, I contributed to both in-game production and marketing deliverables, supporting multiple internal studios. My work spanned:

  • Concept art and 2D production design for buildings, units, and faction technology.

  • Visual development for 3D modelers, ensuring consistency between design language and in-game scale.

  • In-game iconography and event banners, creating branding and visual cohesion across recurring player events and systems.

  • Marketing key art that translated game content into cinematic storytelling for promotional use.

The collection below showcases a range of contributions — from architectural concepts and unit designs to UI icons, tech systems, and large-scale event branding.


Faction Architecture & Base Design

Zombie Lab

Early concept and final render for the Zombie Lab, post-apocalyptic research facility.

severed as the NPC base for event #8 “Operation: UNDEAD HARVEST”, the Zombie Lab blends military engineering with bio-contamination aesthetics. Its glowing vats and modular silhouette were inspired by vintage toy playsets like G.I. Joe and Swamp Thing, combining realism with stylized nostalgia.


Verkraft Command Center

designed for silhouette clarity and gameplay readability.

The Verkraft Command Center severed as the NPC base for event #5 “Operation: HELLFIRE”. I emphasized functional hierarchy and NASA shape language through stacked geometry and visual weight, ensuring the silhouette communicated authority even at in-game scale.


Missile Silo

Defensive structure concept: inspired by 20th-century military installations.

Modeled on Cold War missile architecture, this structure fused grounded realism with exaggerated proportions for instant recognition during aerial gameplay.


Hellfire Command Center

Research and energy hub concept — modular for multiple factions.

Developed as an expansion building, this concept evolved from real industrial oil refineries — translating pipes, valves, and turbines into modular game-ready assets.


Mine Factory

Thumbnails and final production render for Mine Factory — in-game resource generator.

Early sketches explored scale readability and material contrast before being refined into a cohesive production design for modeling.


Ion Cannon

Thumbnails and final production render for high-tech defensive turret built to repel heavy air and mech assaults.


Mechanized Units

Viper X Mech

Concept exploration and final art for Viper X: fast-assault mech.

Designed as a fast-assault unit, the Viper X balances futuristic weaponry with grounded armor logic. The visual target was “near-future military,” using hard-surface detail to suggest mobility and power.


Hammer Mech

Concept and final render for Hammer Mech — siege-class unit.

A brute-force counterpart to the Viper X, the Hammer’s design emphasized silhouette dominance and layered armor to communicate heavy impact.


Systems & Iconography

Alliance Icons

Faction and alliance icon set — in-game identity system.

Created a unified design language for alliance and faction symbols. Each emblem balances geometry and heraldic influence to communicate strength, hierarchy, and technology.


Tech Components (Stinger Rocket, Raptor Pilot, Vulcan Cannon)

Developed for the game’s research and tech tree systems, these designs translated high-tech equipment into legible iconography that worked across small-scale UI.

Developed for the game’s research and tech tree systems, these designs translated high-tech equipment into legible iconography that worked across small-scale UI.


Operation Banners

Operation Banners: promotional art blending cinematic and in-game elements

Created as event key art to unify faction themes and seasonal content. The banners were designed to feel cinematic while aligning with the game’s tactical realism.


All artwork created in collaboration with the Kixeye Shared Creative Services team: concept, production, and marketing art supporting multiple live games.

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