The Art of Diablo IV
Crafting Darkness
Featured in the Diablo IV Collector’s Edition, this 300+ page art book showcases the visual heart of Sanctuary. I served as the graphic designer collaborating closely with Diablo’s artists and developers to curate and design a volume that reflects the game’s brutal, haunting atmosphere.
The book quickly became a fan favorite, a dense, richly illustrated celebration of the world’s concept art, character studies, environments, and visual storytelling.
How It Started
Background
The challenge was balancing clarity and readability with the game’s dark visual identity, creating a layout system that honored the artwork while feeling immersive and premium.
Working side-by-side with the art leads, cinematic teams, and lore developers, I designed a cohesive visual framework across hundreds of pages — including chapter structures, typography systems, grid layouts, and environmental backgrounds. This work expanded into additional packaging components for the Collector’s Edition, ensuring every element felt consistent and intentionally crafted.
Category/Editorial Design
How It Was Made
Skills
Creative Strategy
Layout Design
Typography
Grid & Page Systems
Image Curation
Color Theory
Production Prep
Packaging Design
Collaboration
Tools
Illustrator
Photoshop
InDesign
Who Made It Possible
Collaborators
John Mueller
Richie Marella
Erin Fusco
Lily Gardner
Nikki Scoggins
Benjamin Scanlon
Michael Carrillo
Rachel Siteman
Hector Bolanos
Daniela Rodriguez
Dino Sulprizio
Charie LeMasters
Laura Miller
What happens when you reawaken a forgotten world?
The Dragon Isles slept in silence for millennia, their skies empty and their secrets buried. Reawakening them meant more than reviving landscapes, it meant rekindling imagination. The art book captures that return through sketches, concepts, and compositions that bridge memory with reinvention. It’s not just about what came before, but how we retell it for a new generation of dreamers.
The Art of Dragonflight
What happens when you reawaken a forgotten world?
The Dragon Isles slept in silence for millennia, their skies empty and their secrets buried. Reawakening them meant more than reviving landscapes, it meant rekindling imagination. The art book captures that return through sketches, concepts, and compositions that bridge memory with reinvention. It’s not just about what came before, but how we retell it for a new generation of dreamers.
How It Started
Background
The assignment was to showcase the artistry of World of Warcraft: Dragonflight in a way that felt worthy of a Collector’s Edition. Working with another designer, I shaped The Artwork of Dragonflight into a curated journey of concept art, sketches, and world-building visuals that told the story behind the expansion. To complete the experience, I collaborated with the broader team on the Collector’s Edition packaging, ensuring the book and box worked together as a unified expression of the game’s return to the Dragon Isles.
Category/Editorial Design
How It Was Made
Skills
Brainstorming
Creative Strategy
Layout Design
Print Design
Packaging Design
Grid Systems
Photo Retouching
Typography
Press Check
Collaboration
Tools
InDesign
Photoshop
Illustrator
Who Made It Possible
Collaborators
Erik Jensen
Ryan Tretter
Alexander Mangold
Dino Sulprizo
Ross Donaldson
Hannah Straw
Raphael Ahad
Sarah Arellano
John Augustine
Katherine Bankson
Ely Cannon
Steve Danuser
Chlie Fraboni
Eric Geron
Diandra Lasrado
Sean McCann
Brianne Messina
Zachariah Owens
Korey Regan
Anne Stickney
Jackie Wiley
Silver Award Winner - The Clio Awards
Creating the Building Blocks
Collector's Edition
After the company updated from Grav Labs to GRAV, I updated the logo by refining the shapes so that the wordmark felt bolder and more balanced.
Backpage
Inspired by the free-spirited past of counterculture and the clean lines of today’s smoke shops, I chose fonts that blended retro and contemporary styles to give the system a distinct yet flexible voice.

