Design Portfolio · Fernwild Studio
AI visual design, illustration direction, and creative direction for games, made with a writer's eye for clarity.
I take ideas from a blank page to finished, published work: illustrated music videos, an animated short, YouTube key art, and the creative direction of a mobile game. I work in generative AI tools every day, and the job is mostly judgment. I keep a look consistent across a whole series, notice when something doesn't land, and give clear notes until it does.
Art direction · Style guide · Mythic short film
A 2–3 minute mythic short about the Aspects, the animal gods of TRAG: Shattered Seas, the LARP world my friends and I run. It's based on fables I wrote for that world.
The picture in my head: titans striding over mountains, with forests brushing their bellies. The film opens on a pan across a pantheon fresco, then gives each Aspect its own moment. Every Aspect card pairs a still with a five-second animated shot, and the Aspect's name and domains sit in two lines of elegant medieval-renaissance title text. I chose a camera angle for each animal.
My direction notes
Stylized mythic fresco: saturated colors, a sunset with deep shadows and sharp highlights, and outlines slightly broken and time-worn but still legible.
Later I pushed it further toward medieval and renaissance outlining and brush strokes, cracked plaster, and an epic titan scale.
No warping mountains. No warping large trees.
When the animation started bending the landscape, I rejected those shots and wrote “lock”-style prompt language to keep the terrain fixed.
“Lock style of start frame. No music, no soundtrack, no voices, only sound effects.”
Every card's video prompt opened this way, so each five-second shot matched its still and left the score to Suno.
More weathering, less misty and dim. A crown of stars with faint planet outlines, and an eye that sparkles like a star.
The first Stag came out too misty and dim, so I gave revision notes to bring it in line with the fresco look.
Grok voiced the Wolf and the Tiger. When the male voice didn't work for the Bear, I recorded the Bear myself.
The film mixes AI voices with my own performance.
A Suno score, the full cut in DaVinci Resolve, and end titles set in Cinzel Decorative.
I cut the film and set the end titles myself.



Game creative direction · Art direction · AI-assisted development
A mobile arcade game I directed using Grok Build, an AI-assisted development tool. You steer a black hole, eat alien ships, fill the power bar, and fire a gravity beam at the mothership.
I set the concept, the look, and the feel, and steered development through Grok Build with direction and revision notes. That covered the retro chrome logo and key art, the enemy and boss designs, the neon menu and HUD style, the sound and music, the screen-by-screen layout and menu rules (see the design notes below), and the animated opening cutscene, which I also edited.
The neon palette carries meaning: cyan for navigation, gold for currency and events, and hot pink for the action you should take next.
From my direction, in my own words
“A space themed one where you control a black hole eating powerups and alien ships and once the time is up it shoots at a mothership.”
The core loop I pitched: eat, fill the power bar, then fire at the mothership. Mobile first, Steam later.
“A retro-feeling space game, like an arcade game from the 80s, but with some anime flair.”
That brief became the art bible. For the cutscenes I pushed further: “change the global style to be more anime-like.” For the home screen I asked for art like the side of an arcade cabinet.
“It might be nice to have black hole in the name so people browsing the play store know it's a hole-in game.”
Then I asked for “a quick way to get in the space invaders idea.” That led to Black Hole Invaders.
Matt: “plucky young boy thrust into danger who rises to the occasion.” Zhaun: “gray skin but not a stereotypical gray alien … calm presence, wise expression, a little sad and worn.”
I wrote both character briefs, down to the jersey, the cap, and the naval-commander hat.
“A protagonist waking up to see alien ships in the sky, then an alien of a friendly race shows up in his yard and gives him the power to use a black hole.”
The power-ups on the field come from the mentor, whose power is limited. That gives the story a reason for the game mechanics.
“Every level that ends in 3, 5, and 7 should be a hard level, and every level that ends in 0 is super hard.”
Six in ten levels stay very doable for casual players, and the map uses color to flag the hard and super-hard levels.



Directing & editing
The game opens on the story beat I outlined: Matt wakes to alien ships filling the sky, and Zhaun arrives in his yard to hand him a black hole. The script was drafted with Grok. I set the anime look, built the environment and character reference art, animated the shots with AI video tools, and cut it together in DaVinci Resolve with subtitles and effects, so the cutscene leads straight into level 1.
The title art, characters, and glowing black-hole motif match the game, so the cutscene and the game feel like one world. Watch the opening cutscene on YouTube.




Case study · Black Hole Invaders
The game's sound effects and music came from my direction in a single working session (September 1, 2026). The notes below are what I actually asked for, in my own words.
What mattered most was playing the music inside the game, not just listening to it on its own. That's how the biggest problem came to light.
“Make swallow a little deeper.”
The sound effects are an 8-bit set made with sfxr.me. After hearing a draft, I asked for a heavier gulp when the black hole eats a ship. The deeper version is the one in the game.
Menu loop, eating loop, siege loop
I specified three BeepBox loops, one for each game state: the title menu, the eating phase, and the mothership siege.
“Remix all 3 in A major, give eating a more upbeat and urgent feeling, the black hole is having fun eating the ships.”
One shared key so the loops hang together, and a note about the character's mood, not technical settings.
“Make a new version of siege loop with different percussion than eating loop. They sound too similar when played back to back in the app, I want a clear differentiation when siege begins.”
Playing the game, I noticed the change from eating to siege didn't register. The fix was a new siege loop with different, half-time percussion, so the boss phase now feels like a real shift.
Case study · Black Hole Invaders
While directing the game in Grok Build, I gave notes screen by screen. These are my notes, condensed: the rules I set for layout, menus, onboarding, the HUD, the store and map, and the reward screens.
Most of them come down to a few principles. Respect the phone screen. Never make the player hunt for a way out. Show only what's useful. Every state should look like what it is.
Fit the screen, don't shrink it
One way out, everywhere
Readable at a glance
Every number should be doing something
Show only what's useful to the player
Make replay value obvious


What these notes show
Hierarchy: one primary action that carries its own context.
Clarity of state: locked looks locked, a full bar does something, and a siege looks different from eating.
Readability: no clipped copy, no scrolling cards, no sprites cut off.
Restraint: no internal labels, no empty tickers, no doubled keys. Save the spectacle for the victory screens.
Character consistency · Animated short · Thumbnails
One storybook heroine, my Lily Fernwild persona with her pet rat, carried across an animated short and a whole channel of illustrated hymn videos.
The 23rd Psalm is a three-minute animated short. Her face, curls, green cloak, and rat stay recognizable from scene to scene. That's the hardest thing to hold in AI animation.
The hymn series keeps one soft watercolor style across more than a dozen songs, so the channel reads as one body of work. The thumbnails are built for phone size: one clear focal group, a heavy two-line title, and a single accent color. Each hymn also has a 9:16 cut for TikTok and YouTube Shorts.




Style range · Key art · Typography
Three very different visual languages, each one picked to fit the song.
Watercolor Rainbows (Skyebros): soft storybook watercolor, a hand-lettered title, warm greens. It's the style I offer as custom watercolor lyric videos on Fiverr.
You Might Be the Bad Guy (dark trap): cinematic stage lighting, one figure against near-black, and heavy condensed gold type.
Nuxa-core (Nuxanor): an online personality I admire, drawn in high-energy neon anime, with a remastered V2 cover. It's my most-viewed video so far.




About
Before AI art, I spent 20 years writing and proofreading professionally: copywriting at a marketing and design agency, editing and laying out a student newspaper, and writing process documents and templates for a remote support team. That background shapes how I direct. I describe the intent clearly, check the result where it will actually be used, and give specific notes until it's right.
I also do paid AI training work with DataAnnotation.
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