TY STEVENS CREATIVE

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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.

 

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

Skills

Creative Strategy
Layout Design
Typography
Grid & Page Systems
Image Curation
Color Theory
Production Prep
Packaging Design
Collaboration

 

 

Tools

Illustrator
Photoshop
InDesign

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.

 

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.

 

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

Skills

Brainstorming
Creative Strategy

Layout Design
Print Design
Packaging Design

Grid Systems
Photo Retouching

Typography

Press Check
Collaboration

 

 

Tools

InDesign

Photoshop

Illustrator

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.