At Product Madness, I owned 2D art direction and style consistency across multiple titles, defining art style guides and visual benchmarks that shaped the look and feel of the product. I led end-to-end feature delivery across mission redesigns and seasonal reskins, taking work from concept and UX flows through key art, 2D asset creation, and implementation specs, with decisions informed by player feedback. I also owned several title redesigns - complex cross-functional initiatives delivered in close partnership with Art Leads, UX, Product, and Game Ops - including a rebrand that became the visual reference for future art initiatives and upcoming screen refreshes.

Alongside strategic direction, I remained hands-on in production, delivering high-quality 2D assets including readable gameplay visuals, characters, environments, icons, and UI. I partnered daily with Producers, UX, and Product Owners to scope, schedule, and ship complex features, while managing art pipelines and providing feedback to both in-house and outsourced teams to maintain visual consistency across projects. I also scaled the art team from 2 to 9 specialists across Tech Art, Animation, Graphic Design, and Illustration - hiring, onboarding, mentoring, and establishing review cadence and growth plans. In addition, I used Unity with working proficiency for in-engine reviews and prototyping, including scene and prefab setup, basic Shader Graph, VFX, 2D lighting, and profiling to validate art direction in production.