Company

Cartoon Network / Lucasfilm

Role

Senior Art Director


Project Scope
A global production across three continents, this high-stakes project demanded parallel creative streams and seamless coordination with stakeholders from Lucasfilm, Cartoon Network Studios, and Rough Draft Studios. From Skywalker Sound in Marin County to Burbank, Atlanta, Van Nuys, and Seoul, the collaboration spanned time zones, formats, and creative disciplines—bringing together iconic voices and animation powerhouses under one unified vision.
Creative Tasks
As part of the Star Wars franchise, CloneWars Miniseries was the first experiment from LucasFilm that spanned several games and other series like Star Wars: Clone Wars, the animated series, and Star Wars: Rebels and The Mandalorian, currently under Disney’s Lucasfilm umbrella. My focus was to oversee the design team. We worked on storyboarding, concept art, character design, background design, 2D, and 3D, layout, working with the talented team at Lucasfilm.

A creative assembly of over 400 people—from concept to delivery—was meticulously planned and coordinated. We developed detailed processes and protocols across disciplines, ensuring every team member knew whatwhen, and how their tasks needed to be executed and delivered. The operation required months of pre-production to align human talent, hardware, and software, with clearly defined milestones and timeframes.

To manage complexity, we built in buffers for the “unknown” and forecasted micro-delays across multiple scenarios—avoiding domino-effect setbacks. We also collaborated closely with marketing and finance, aligning on concepts early so they could project estimated ROI before production began.

But it doesn’t stop there. These designs evolve into products, content, and key art that live across streaming platforms, global campaigns, and interactive media. The design you hold in your hands today isn’t static—it’s a living entity that will grow, shift, and manifest across time and mediums. You have to approach it like a kid—with wonder—and like a time traveler, able to see beyond the now into what it could become.

The design you hold in your hands today isn’t static—it’s a living entity that will grow, shift, and manifest across time and mediums. You have to approach it like a kid—with wonder—and like a time traveler, able to see beyond the now into what it could become.

Building a world, one schedule at a time.

I also collaborated with them on projects focused on game production—working closely with character designers on clothing, texturing, and fabric detailing. As a creative, I thrive on worldbuilding: imagining everything from a character’s backstory to the spaceship they travel in, then translating those ideas into sketches, stories, and visual assets.

Privacy Preference Center