Black Resume

Selected work · 2010–present

I build worlds, brands,
and the systems behind them.

My work begins with strong visual fundamentals and expands into brand development, creative leadership, and AI-powered production systems. Across each project, I define the vision, improve the process, and help teams turn ambitious ideas into cohesive experiences.

Art Direction  ·  Visual Storytelling  ·  IP Development  ·  Creative Systems  ·  AI Direction

Thrash: Rise of Shidou
01 — Thrash: Rise of Shidou

Building a cinematic webtoon through color, motion, and visual storytelling.

Dramatic lighting, dynamic camera angles, and action-driven composition built to make every panel feel like a shot in motion.

View full case study →
Black Resume identity
02 — Black Resume

Directing an original IP from visual identity to audience growth.

A flagship original IP on VoyceMe — directed from visual identity through ongoing production.

View full case study →
Mage of Blades cover art
03 — Mage of Blades

Art directing a hero for the Zokio NFT universe.

Draft-to-final review passes built around line of action, silhouette, and compositing to raise a single character illustration to franchise quality.

View full case study →
System Royale — Avon
04 — System Royale

Building a full cast at scale with an artist-led AI pipeline.

Turnarounds, poses, and backgrounds for a large ensemble cast, produced with an ethically-trained creation tool that kept artists in charge of every output.

View full case study →
FableVerse — Le Festival de Lumiere cover
05 — FableVerse

Giving generative storytelling a visual language.

Prompt systems, visual standards, and product concepts built to make AI creation feel cinematic, guided, and story-driven.

View full case study →
Strands cover art — Vampire King
06 — Strands

Resident cover artist for a community-written fiction platform.

Custom covers for authors whose stories the community voted to spotlight, each one built to capture a story's essence in a single image.

View full case study →
McLane senior night poster — #3 Latique Walton
07 — McLane Highlanders

Senior night posters built for explosiveness.

A poster series honoring McLane High School's senior girls basketball team. One athlete each, tuned for impact from across a gym.

View full case study →
07 — McLane Highlanders

Senior night posters built for explosiveness.

Sports Design · Photo Compositing · Print

The idea here was that Senior night is loud, fast, and over in an hour. The posters had to match that energy. Each poster takes a single athlete and turns her game footage into a burst of motion with shatter geometry, hot light, and a triple exposure that reads like three frames of one play collapsed into a single image.

High energy

Everything points outward from a blown-out core light. Diagonal shard fields and angled type push the eye up and off the page instead of settling it.

Explosiveness

Three cutouts of the same player, scaled and faded back into the red, read as one explosive movement rather than three separate photos.

One team, one system

A locked layout, number, name, athlete stack, Highlander mark, SENIORS!!! So every poster hangs together on the wall while each senior still gets her own hero shot.

The Series

#21 Cherish Cervantes senior poster
#3 Latique Walton senior poster
#15 Tina Channita senior poster
#12 Stephanie Carrillo senior poster
Creative Systems

Building Creative Systems

I led the development of the creative systems that made consistent, cinematic-quality imagery possible at scale. That meant founding three dedicated QA functions:

A Concept Team, a Narrative Analyst role, and a Cinematic Lighting & FX Team building an artist-trained generation tool and a shared asset library, and translating traditional cinematic language into prompt structures that teams and systems could use consistently.

Developing VoyceMe's Concept Team

One of my primary initiatives was helping establish VoyceMe's internal Concept Team. Instead of artists beginning every illustration from a blank canvas, the Concept Team became responsible for solving visual problems before production began.

Their responsibilities included

Character exploration and iteration

Costume and silhouette development

Environment ideation

World-building assets

Prop design

Mood boards

Visual research

Color exploration

Production-ready concept sheets

This allowed production artists to spend more time creating polished artwork while ensuring visual consistency across entire series.

By separating concept development from production, we reduced creative bottlenecks while dramatically improving overall quality.

Black Resume concept art
Black Resume →
God Game concept art
God Game →
Survival Idol concept art
Survival Idol →
System Royale concept art
System Royale →

Cinematic Lighting & FX

Lighting and FX were treated as a final rendering pass rather than a storytelling tool, leaving technically correct scenes that read as emotionally flat.

50+ panels/week throughput standard

48-hour turnaround target

Global remote hiring funnel screened through a 4-artwork skills trial

Defined before/after transformation standard applied across every scene

Before/after lighting and FX pass Before → After

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Thrash: Rise of Shidou
01 — Thrash: Rise of Shidou

"A cinematic webtoon built to make every panel feel like a shot in motion."

Building a cinematic webtoon through color, motion, and visual storytelling.

I designed the comic to feel less like a sequence of static illustrations and more like a film unfolding vertically. Dramatic lighting, dynamic camera angles, controlled color contrast, and action-driven composition give each scene a sense of movement, scale, and emotional intensity.

Hot colors; red, orange, and electric highlights signal danger, acceleration, and emotional escalation. Cooler blues and violets create separation and tension before impact. Shifting those relationships throughout a scene guides the reader's eye and controls how each story beat feels.

Art Fundamentals  ·  Color and Lighting  ·  Composition  ·  Visual Storytelling  ·  Worldbuilding

Enter the world of Thrash →
Character evolution through visual design
Reader immersion through cinematic reference
Dynamic poses with cinematic panels
Lighting angles and shadow for mood
Cinematic lighting for storytelling

Character & Scene Development

Thrash character dialogue panel
Thrash eclipse scene
Thrash spellcasting panel
Shiva color reference
Character 13 color reference
Secca color reference
Thrash page 16 art
Thrash page 15 art
Thrash page 20 art
02 — Black Resume

Directing an original IP from visual identity to audience growth.

Original Entertainment IP · Art Direction · Brand Strategy · AI Production Systems

Black Resume identity

Flagship
original IP

A flagship original IP on VoyceMe — recognizable brand and visual identity built for long-form production.

The Challenge

As Art Director, the goal was to create an original entertainment property with a visual identity strong enough to stand alongside premium streaming and gaming franchises. Instantly recognizable, and scalable enough for long-form production.

Black Resume — cover scene
Hollow Black
Zokio #5367 character sheet
Kain8 character sheet
C-4 and Little character phase development

Artist-Led AI Production

One of the biggest creative challenges wasn't aesthetic, it was production. As deadlines grew, I helped introduce AI-assisted workflows that accelerated repetitive work without replacing artists. Instead of generating finished artwork, we built a pipeline where artists remained the creative decision-makers: AI supported environment ideation, background development, asset generation, color exploration, reference creation, and production acceleration. Artists created the training material, reviewed every output, and maintained final artistic quality throughout. An ethical, artist-centered philosophy from the start.

Black Resume — character development
Black Resume — courier handoff scene
Black Resume — character introduction panel
Black Resume — bloodied gloves reveal
Black Resume — aftermath scene
Black Resume — AI-assisted city background
Black Resume — bound captive scene
Black Resume cover — Daisuke

Impact

Black Resume became one of VoyceMe's flagship original IP titles. More importantly, it proved that AI-assisted production could strengthen the artists behind the work, not replace them.

View the Black Resume case study →

IP Development

Helped shape the property's tone, identity, visual language, and audience-facing presentation.

Art Direction

Created a clear visual target, guided contributors, and maintained consistency across a wide range of assets.

Human-Led AI Pipeline

Used AI-assisted backgrounds and effects from VoyceMe's internal generation tool as a starting point for exploration, while artists retained authorship, refinement, judgment, and final execution on every panel.

Brand Growth

Helped develop a recognizable visual identity for a flagship original IP on VoyceMe.

03 — Mage of Blades

Art directing for the Zokio NFT universe.

Character Art Direction · Illustration Review · Zokio NFT Collection

Mage of Blades — final cover art

The Brief

I art directed Mage of Blades for a NFT project. The piece, through several review passes with the illustrator, focused on pose construction, line of action, and final compositing rather than redrawing the character myself.

The goal throughout was to push every draft toward a stronger silhouette and a more legible sense of motion before any color or effects work began.

Red Lining: Drafts & Line of Action

Most of the Direction focused on facial structure; eyes that carry emotion, roots in the hairline, clearly defined features, and on posing: every draft was pushed toward a single readable line of action (an S, Z, or C curve pointing down through the figure) so the pose stays legible in silhouette and leads the eye through the panel.

Facial structure and hairline direction notes
Line of action marked over a fight pose
Color rough, clean line, and final color of a walking pose
Sword-drawn portrait taken through line and color
Leaping dash pose with foreshortened arms and legs

Compositing — Enhancing Dynamics

The final review pass sat with compositors rather than illustrators. The same fight choreography was pushed through multiple lighting and effects treatments and judged side by side against a consistent set of metrics but essentially, how the panel feels to look at, not just whether it's technically correct.

Two compositing treatments of the same kick panel, teal vs. warm glow
Two compositing treatments of the sword duel panel judged against art direction metrics

"A pose only reads as heroic once the line of action, the silhouette, and the light are all pulling in the same direction."

View the Zokio NFT collection →
Facial structure notesLine of action, markedEFFECTS/COMPOSITING
04 — System Royale

Building a full cast at scale with an artist-led AI pipeline.

Character Design · Ensemble Cast · StoryTech Artist Initiative

Use of AI — an Ethical Creation Tool

Rather than adopt a public AI model trained on scraped artwork without consent, VoyceMe built its own Creation Tool trained only on material its own artists opted to contribute. Artists created the training material and reviewed every output, so the tool never replaced their judgment. It removed the hours of repetitive setup work standing between a concept and a finished panel.

The training material came from the artists themselves. On this project that meant the character turnarounds, pose sets, and finished art our team had already produced were what taught the tool the house style. Artists supplied the reference the model learned from, so anything it generated came back in a visual language they had authored, which is also why an artist could correct it quickly instead of fighting it.

In practice, that meant the tool handled background generation and an asset library of reusable environment pieces, freeing artists to spend their time on characters. Every image still passed through an artist for a final human touch before it shipped.

System Royale logo
VoyceMe ethical creative tool implementation slide
VoyceMe StoryTech timesaver slide

Artists Create the Training Material

The tool was trained on VoyceMe's own artists' work, with their consent, not scraped from the open internet.

Background Creation, so Artists Focus on Characters

An asset library of backgrounds and environments let artists build dynamic scenes quickly and spend their time on the cast instead.

Artists Maintain Quality

Every output was adjusted and approved by an artist before it shipped, keeping a human touch on every panel.

Drawn character art on the left composited with a generated background and Clip Studio FX on the right

The StoryTech Artist

The left side is the drawn work: a hand-illustrated character on a clean background. The right side is the finished composite; that same drawing integrated with an AI-generated background and effects built in Clip Studio Paint. Magic circles, debris, glow, and atmospheric passes were layered around the figure, then light direction and color temperature were matched between character and environment so the two read as one image.

The role borrows directly from animation and VFX, where a compositor is the person who takes separately produced elements (characters, effects, backgrounds.) and merges them into a single believable frame.

Applied to webcomics, that becomes the StoryTech Artist: an artist who works across foreground, character, and background layers, deciding what gets drawn, what gets generated, what gets pulled from the asset library, and how all of it is unified into a finished piece. Compositing is the skill that makes the pipeline coherent instead of a pile of mismatched parts.

The Brief

This webtoon project I directed (System Royale) needed a large, visually distinct cast introduced quickly, without letting quality slip as the roster grew. So each character needed clean turnarounds, a readable silhouette, and enough personality to stand apart in group scenes. With tight deadlines around the corner we turned to AI to help with some of the heavy lifting.

To hit that volume on schedule, character and background work moved through VoyceMe's internal Creation Tool: an AI pipeline trained and supervised by artists rather than one that generates finished art on its own.

Solving it at that scale is what produced a new role on the team. Splitting a page into drawn characters, generated environments, and effects passes meant someone had to own how those layers came back together so I defined the StoryTech Artist, a compositing-first position modeled on animation and VFX pipelines rather than on traditional single-artist illustration.

Avon, final color design

Cast & Turnarounds

Every principal character was built through a full turnaround front, side, and back to train the StoryTech tool.

Avon four-view color turnaround CLAUDE, COLOR TURNAROUND
Avon four-view lineart turnaround AVON,  COLOR PASS
Avon dynamic action lineart
Avon final color action pose

The same process scaled across the rest of the cast: quick color concepts to lock personality, then clean turnarounds for production.

Sindri, mechanic character concept
Tivok and Raven character concepts
Jai turnaround and action pose
Ammit human and transformed designs

Scenes & Story Panels

Each panel was integrated by using our Storytech AI creation tool that allows artist to use AI as it was meant to be, a tool.

The two leads, teamed up mid-fight
Story panel: forced into the death game
Story panel: the two must team up to survive
Antagonist seated in a study
Book-wielding lead casting green magic
Antagonist reaching a hand toward the reader

Other Examples of Creation Tool Implementation

Fairy mage character generated with the Creation Tool
Orrion, character generated with the Creation Tool
Horned demon boss generated with the Creation Tool
Radiant mage character generated with the Creation Tool
Crystal-clad character generated with the Creation Tool
05 — FableVerse

Giving generative storytelling a visual language.

CREATIVE DIRECTION · AI STORYTELLING · COMPOSITING · VISUAL SYSTEMS

The Story

FableVerse sits at the intersection of storytelling, fandom, identity, and generative AI. My role was to help define how that experience should feel creatively, not just how the images should look.

I worked across visual branding, prompt systems, product concepts, story-driven generation, and quality standards to help create an experience where users could enter a world, create characters, and generate imagery that felt more intentional and cinematic rather than random.

The Central Challenge

How do you turn an AI image generator into a storytelling experience?

Generation is more engaging when users are given context, narrative, and inspiration before they are asked to create.

Years of production compositing gave me a working method for creating scenes from piecing foreground and proportion correction, background reconstruction, matching light direction and color temperature between subject and environment, building depth in layers, and grading the whole frame to sit together. That craft is what closed the gap between what the model produced and what a cover needed to be.

Story-Driven Generation

Outputs produced under the prompt framework: cinematic framing, clear subject hierarchy, and environmental interaction instead of broad style descriptors.

Generation was the starting point, not the finish. Every cover here was composited by hand: I built them in layers, correcting anatomy and proportion, repairing hands and faces, rebuilding backgrounds and set dressing, unifying light direction and color temperature between the subject and the environment, adding depth through atmosphere and grain, then finishing with color grading and typography. The prompt framework got me a usable plate. Compositing is what made it a cover.

Romance storypack cover — doorway reveal with soft pastel key light
Backlit silhouette against a collapsing landmark — scale and low camera angle
Close-crop intimacy framing with warm rim light
Window-lit two-shot with city depth behind the subjects
High-contrast neon staging with strong environmental storytelling
In-world device framing — story told through a screen inside the scene
Power-surge hero shot — movement, glow, and reaching gesture toward camera
Game-UI overlay integrated into the illustration
Hero and monument staged in depth — foreground figure, mid-ground threat
Framed poster composition with symbolic background element
Open-hand invitation pose with world-establishing background
Full-body character staged in a sunlit interior with clear depth and props

The Creative Problem

Identity

The platform needed a recognizable visual language that could support many genres and worlds without feeling generic.

Discovery

Users needed clearer ways to understand what they could create and where to begin.

Generation quality

Prompts and model behavior needed to produce more cinematic, readable, and visually consistent outputs.

Storytelling

The product needed to move beyond isolated images and encourage users to think in characters, worlds, moods, and narrative experiences.

Scalability

The creative direction had to work across many Storypacks, characters, styles, and generation scenarios rather than one campaign or title.

What I Contributed

Creative product direction

Shaping what the user journey should be, not just what the UI looked like.

Storypack hierarchy QuickGen positioning Mood-based discovery Prompt suggestions Community inspiration Narrative onboarding Visual hierarchy Retention-oriented creative choices

Compositing craft applied to AI output

I built the covers the way I build a webcomic page: in layers, by hand. Production compositing experience is what turned generated plates into finished, publishable art.

Layered composites Anatomy & proportion correction Hand & face repair Background reconstruction Light direction matching Color temperature unification Atmosphere & depth passes Color grading Cover typography

Visual systems

Rather than relying on broad style descriptors, I introduced structured visual direction around the language of the shot.

Camera angle Shot size Perspective Movement Subject hierarchy Environmental interaction Lighting Staging

AI creative systems

Treating generation quality as something that could be tested and improved systematically.

Prompt refinement Before/after comparison Model-specific testing Repeated generation validation Reference adherence Failure analysis QA documentation Reusable prompt frameworks

Brand and experience cohesion

Making FableVerse feel like one connected ecosystem rather than separate tools.

Storypacks QuickGen AI outputs Brand identity Community content Product UX Visual quality

Character Adherence

Holding the same face across every scene.

One of the hardest problems was character adherence. AI often strays from the reference image. The face drifts, features shift, jewelry and hair details get reinvented scene to scene, and the illusion of a persistent character breaks. I was part of the team that worked on solving that: defining what identity actually consists of, building the reference and feedback loop that holds it, and reviewing generations against the source until the character stayed itself.

Reference

Reference character used to anchor identity across generations

Generated scenes — same character, new context

Generated scene — emotional close-up Generated scene — candlelit restaurant Generated scene — autumn park in a black dress Generated scene — warm bokeh close-up Generated scene — snowfall in a winter coat

Outfit, lighting, environment, and emotion all change. The braid, the earrings, the eye shape, and the face do not.

Reference

Second reference character used to anchor identity across generations

Generated scenes — same character, new poses and expressions

Generated scene — full body walking through the stacks Generated scene — shushing gesture close-up Generated scene — laughing portrait Generated scene — low camera angle, open shirt Generated scene — arms crossed, leaning Generated scene — chin resting on hands

Shot size, camera angle, and expression range widely across the set. The glasses, hair shape, and plaid shirt stay locked to the reference.

Product Design Direction

Discovery & entry points

Users immediately understand that something new, exciting, and slightly forbidden has arrived, and it's easy to access. A hero banner, a glowing limited-run pill tag, and a filtered view with "Create Your Own" at the center.

Discover page & swimlane visuals

Differentiate the mode visually and emotionally it should feel like its own realm. A swimlane treated differently from the rest, with its own title, badge, and an embedded final card CTA.

In-chat experience

Make the transition feel cinematic, emotional, and irreversible a mode shift. Screen pulse, shimmer, subtle bloom, then the new palette loads. It should feel like the world changed around them, not a hard switch.

Narrative confirmation

Consent handled in the story's voice instead of system language: "The air shifts. Do you want to explore this connection deeper?" Same compliance effect, emotionally resonant.

Education & onboarding

Teach users how to activate it and why it's worth exploring  a first-time pop-up and a three-panel visual tutorial covering typing naturally, confirming entry, and watching the connection unfold.

Branding & tonal unity

Every surface feels connected to one cinematic idea, not disjointed elements. The shimmer motif reused across chat, pop-ups, and the homepage banner; a micro language for UI copy — "Enter," "Continue," "Explore deeper" instead of "Enable."

SEE Engine

Using my expertise of webcomic storytelling in a chat bot.

In character-based chat applications, static images and generic generations break immersion. Users crave dynamic visual experiences that evolve naturally with their conversations images that respond to context, maintain character consistency, and feel truly alive. SEE Engine shipped inside FableVerse first, then became an API other platforms could build on.

Sequential storytelling

Users' journeys unfold in a compelling narrative flow with each click.

Understanding "chaotic" chat input

Extract emotions, action, and visual cues from what users actually type.

Consistency

Keep characters consistent across poses, emotions, and scenes.

Dynamic composition

Manga techniques applied to generate poses, camera angles, and emotions.

Rich, iconic animanga art styles

Trained from proprietary top webcomics and manga produced by market-leading artists.

Two working modes

Infer the scene from the last two messages, or take an image plus a single explicit command when the creator wants control.

Built On

Actual expertise in webcomic and manga production across dozens of original and licensed series — human-led generative pipelines tried and tested on FableVerse character chat, with continued daily tuning.

Quality Guidance I Wrote

Base images. Single character, clearly visible, good lighting, sharp details, minimal background clutter.

Image context. Feed the previous output back in as the next input so consistency holds across a sequence.

Chat context. The more detailed the message and context, the better the generation.

Matching art style. Strongest in animanga; other styles are matchable but results are sporadic.

From Conversation to Camera

The mapping that lets the engine read intent as direction: each conversational phrase resolves to a shot choice, and each shot choice resolves to a specific visual result.

Mapping table — user intent to shot language to visual output, with examples for intimacy, immersion, relational tension, and power

Writing Context That Works

Less effective

"Make it better"

"Change stuff"

"Different"

"Update"

Effective

"Change the background to a sunset beach"

"Make her look worried and add rain"

"Move to a cozy coffee shop interior"

"Add dramatic lighting from the left"

Be specific about what should change, include emotional tone when relevant, describe lighting and atmosphere, reference previous context when building a narrative, and write in natural language. The same cinematic vocabulary that guided artists became the vocabulary that guides the model.

FableVerse challenged me to think beyond individual images and toward the creative system surrounding them. I helped shape visual standards, prompt language, product concepts, and generation workflows designed to make AI creation feel more cinematic, guided, and story-driven.

Through projects like IsekaiMe, I explored how users could move between guided Storypacks and fast open-ended generation, while building clearer visual language around camera, composition, movement, and atmosphere. The goal was to turn generative AI from a novelty into a creative experience users could understand, explore, and return to.

06 — Strands

Resident cover artist for a community-written fiction platform.

Cover Art · AI Illustration · Serialized Fiction

The idea behind Strands is that their stories come alive through community collaboration. Authors write gripping chapters that end with pivotal choices, and readers vote together to decide what happens next. I was in charge of creating engaging cover art.

Strands on Google Play →

The Cover Art Program

"Cover art is such an important piece of a story, but unless you're an artist yourself, it can be hard to find or create the perfect piece that captures the story's essence. One of our beliefs is every writer deserves a beautiful piece of art for their story."

Strands CEO, announcing the cover art program

Each month, authors submit their stories for consideration and the community votes on which one receives the cover art benefit. The winning author then collaborates directly with me on a custom piece. Original work and fanfiction are both eligible the program supports all human-authored content.

Selected Covers

Vampire King — low angle, storm-lit cathedral
Vampire — throne portrait in cool light with falling petals
ATROM — paired portrait framed by a glowing archway
Assassin — tight two-shot in dappled shadow
Grim Transformations — profile standoff with a burning castle between them
A Study in the Shadowlight — layered memory composition
The Ex Files — blade held between two figures in a bright ballroom
03 — VoyceMe / FableVerse

Raising creative quality through systems, language, and leadership.

Prompt architecture, annotated Prompt system

Built and rolled out a shared evaluation framework so art quality could be reviewed, taught, and held consistent across the team.

At VoyceMe and FableVerse, I developed creative systems that transformed inconsistent visual output into scalable, production-ready quality. By combining traditional art direction, cinematic storytelling, and AI-assisted workflows, I built repeatable processes that enabled teams to produce higher-quality creative work with consistency across products and pipelines.

A major part of this work was proving that creative quality could be measured, taught, and scaled.

Explore the creative system →

Creative Leadership

Founded and led three QA functions from the ground up, and set the roadmap that took AI-tool integration from pilot to over 80% of production across four quarters.

Quality Improvement

Built the evaluation framework used to review art quality, teach standards, and validate prompts across repeated generations rather than judging a single successful result.

How I approached it

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Have an ambitious idea that needs a visual direction?

I help teams build stronger worlds, sharper brands, and more effective creative systems by combining visual fundamentals, art direction, storytelling, and emerging technology.

View my résumé