

Tir na nÓg: The Rescue of King Dagda
Concept Artist | Hawthorn House | Aug 2025 – Jan 2026
I began working with Hawthorn House in August 2025, after my final major project was featured in the Norwich University of the Arts zine at Develop:Brighton. The team reached out soon after, as my project closely aligned with the tone and visual direction of Tír na nÓg: The Rescue of King Dagda.
We held weekly group calls to discuss progress and ideas for the Kickstarter, and since much of the team contributes voluntarily, I’ve been balancing my time around this work to gain experience working in a remote studio environment.
My first task focused on designing tutorial-level obstacles for the main character, Narah, to teach players basic movement mechanics. These included overgrown roots and fallen trees, blending environmental storytelling with gameplay function, set in a snowy, ancient woodland.

My last piece involved reimagining the Refugee Camp area through detailed paintovers. The goal was to bring more life and fantasy elements to the scene, aligning it more closely with the game’s tone and narrative.
While originally tasked with a single angle, I created two additional compositions to help the 3D team visualise the area from different perspectives, one focused on gameplay readability, and the others offering broader scope and atmosphere for marketing and worldbuilding. the other two sketches didnt end up following through since the project being shelved in january



