
concept art . illustration . worldbuilding
Please feel free to browse my work here!
Hi, I'm Robyn! I'm a concept artist and illustrator who loves creating playful imaginative worlds with deep resonance. I think life is beautiful and profound, and we use art as an avenue to share in these experiences with each other. My favorite thing is how a beautiful piece, a game, or song, can really change the way you look at the world - and for a moment you're truly connected with its creator as well.I really light up most when building alongside other artists, and I'm always looking for opportunities to exchange ideas and learn from each other!When I'm not working, you'll find me playing videogames, learning new skills, and admiring the work of other artists in all sorts of creative fields.


INTERESTS: Philosophy, Film & Art Analysis, Musicals, Videogames, Escape Rooms, Cats, High-Tea, the art of anything.
FAVORITE GAMES: League of Legends, Apex Legends, Path of Exile 2, Night in the Woods, The Beginner’s Guide, Inscryption, Dead by Daylight, Baldur’s Gate 3, Rimworld, …
ADDITIONAL SKILLS: Frame-by-frame Animation (Clip Studio Paint, Aseprite, Photoshop), Game design (Godot Engine), Google Sheets formulas/formatting, Figma/Figjam

Sparkball
[ OPTI Games ] - Illusrations, Character Design, & Assisting in Art Direction
Unannounced Titles
[ Annapurna Interactive ] - Key Art
Persona Journey
[ Unagi ] - Art Director
Bandle Tale
[ Riot Forge ] - Key Art
Apex Legends
[ Respawn Entertainment ] - Frame Design
Witch Arcana
Environment Design
Unannounced Project
[ Bandai Namco ] - Character Design
The Mageseeker
[ Riot Forge ] - Key Art
Hextech Mayhem
[ Riot Forge ] - Key Art
Multiple Projects
[ Happy Worker ] - Plush & Vinyl Design
Lululemon Commercial
[ Lululemon ] - Storyboarding Render/Assist
FIFA Series
[ EA Games ] - In-game Stadium Theme Assets
Unannounced Project
[ Dreamworks ] - Character/Creature Design
Invincible
[ Amazon Prime ] - Background Key Art
Go Big!
[ Sunmachine ] - Skin Design
Plants vs. Zombies: Garden Warfare 2
[ EA Games ] - Customizable Props
League of Legends
[ Riot Games ] - Icon Design
Phoenix Covenant
[ Hikari Games ] - Concept work, Card Art
Bubble Guppies: Season 2
[ Corus Entertainment ] - Assistant Art Director
Some of my favorite banners I did for Apex Legends, which also happens to be one of my favorite games!
This one was animated in Photoshop using various animation tools.
This one was animated frame-by-frame in Clip Studio Paint.
I was fortunate enough to enroll in a mentorship with TBChoi where we worked on two characters over the course of 8 classes.
I learned a lot during this mentorship; not just in technique and process, but in mentality. Drawing was only half the battle as I found myself fighting with my perfectionism, trying to battle through managing work deadlines, mentorship deadlines, and daily life. The experience can't be summarized in images, but here they are!
The Bandle City project is a week-long project sprint to challenge myself! The goal was to practice worldbuilding and creating designs for Runeterra's Bandle City.
I love the idea of young yordles just being super annoying with these frogs. Flinging them everywhere. You could see a bunch of them stuck up somewhere high.They also leave little slime splatters - a bit of a colorful mess.The frogs are super squishy and don't actually get hurt. Sometimes you might walk by a group of kids and catch a stray. >:3
The idea is a bird who crafts hats out of nearby material to blend in and prevent it from being eaten by bigger predators.Legend has it there was a bird that got so big, the Yordles had a hard time taking it down.Going forward, if you find one of these hidden birds, please destroy their hats - we can't let them get too big again. But if they do get too big, packs of adventurers love hunting them for the amassed treasure trove above their head. :3
Even though these characters are already designed, I kind of wanted to take a stab at the stylization and proportions. I mostly wanted to see if I could get characters like Tristana and Poppy—who are much more humanlized—to feel like they share the same species as Teemo and Rumble. I also prefer to imagine them being a bit chunky, more creature-like; a little bit more like the Lalafell in FFXIV. I feel like this chunky chibi-inspired shape suits their proportions pretty well.I changed up their gear a bit, but it's not all completely solved yet. I think I'd have to do a deep dive and sort them out in detail - esp Poppy's armor, which I'd love to consolidate some of the shape language.
I started thinking about different physical variables between the Yordle species. Aside from color variants, each physical factor would create compounding work, so it really depends on the goal and scope.
1-day concept jam of a bird gang/cult, to be paired with the hat-bird I designed a few days ago. I imagine them as bird worshipers with the goal of fending off adventurers and trying to get the birds to be as big as possible. >:3If I revisit these guys, I would do a few passes on each of them, and then design all pieces of their outfit & also a movement/ability sheet.
I wasn't able to get a good sense of Teemo's character from the lore page alone, so I decided to storyboard this fanfic that I'll be using to ground my project a bit. I really enjoy grounding characters in stories and trying to understand them. Maybe it's a bit much, but I find it can really help make them come alive!This series was done over the course of a day, and you can see my painting skills get better by the end of it. @_@With this in mind, I feel more comfortable and confident designing his hideout and props!
I had this idea that maybe, during a trade war with Runeterra, there was a young Yordle who would steal goods from Bandle City and smuggle them in.Over time, he became somewhat of a god-figure. He enjoyed the power, attention, and respect; it was a level he never experienced in Bandle City.But no good thing lasts forever; the Yordles caught on to the theft and started locking their goods. He was no longer able to supply the village that had grown entirely reliant on him.He never returned to face his people. If he did, he would see the statue they had erected in his honor, and their stiffened bodies forever awaiting his return.

I worked as an Art Director and Illustrator on Unagi's Persona Journey IP. It was a small team and small project, so a lot of it was wearing a lot of hats and managing outsourced talent as well.
I worked with a variety of teams on so many different projects - from a 3D game, to merchandising, I was responsible for providing cohesive art feedback that aligned with our brand identity.I think getting feedback as an artist can be demoralizing if not done correctly. When I'm giving feedback, I like to be thorough and highlight strengths while also mentioning opportunities to take the design further. I think giving notes step-by-step is an ideal learning experience, and I also like providing animated gifs so that you can easily see the differences.While we don't always have the time to be so thorough, I like to do this whenever I can.
To the left is an example of a more detailed feedback sheet that just goes over some broadly applicable principles.
I created various animated assets - it was super fun and a great learning experience as well! All animations are done frame-by-frame in Clip Studio Paint, with backgrounds by Makasi.In short, I was responsible for:
- animating looping gifs with designated areas for codes and easter eggs
- storyboarding animated trailers
- doing short animation clips or loops

Sparkball was such a fantastic project for me - I really love the universe. Being part of a small team, I took on a flex role and helped with a variety of tasks including character design, splash art, sprays/emotes, website assets, UI, as well as assistance in Art Direction.
Art Director: Alvin Lee
This final splash was a group effort! I did the thumbnails, and final render for Inksy (middle character) and collaborated with Alvin Lee on Kana (right character).
Background Artist: Ramil (Doe)
To the left are thumbnails for the original comp! Kana (in orange) had already been drawn and we couldn't touch that asset, so I was trying to position the other characters around her in a way that made sense and created good flow.
After the first round, we settled on composition A, but Jet (in red) needed some pose explorations. I tried a few ideas for other dynamic poses that would suit his character. None of these really hit the mark, so ultimately Alvin was able to step in and take Jet to where he needed to be!
I created a book cover for our in-game lore! The initial idea was to make it a bit like a travel pamphlet, but we ended going into a more full-art approach instead. In hindsight, I wish I had managed saturation and values a tad better - but this was a lot of fun!



I worked with Skylight Collective to create key art for downloadable kits for The Sims 4.
All of these were created in Photoshop with painstaking use of vector shapes and smart objects to ensure everything is scalable and modifiable.
The complexity of this piece was almost the end of me.Everything needed to be built with vector shapes, so I made the shelves modular and created a few sets of book combinations as smart objects. This allows me to edit one file and have those changes save across all versions of that file so that revisions and tweaks were easier to make.The additional challenge was the perspective; even if I could fill the shelves on a large scale, each shelf—depending on its height—has different visibility for the top or sides of the books. The perspective was cheated a bit and handled at a shelf-by-shelf basis, re-using shapes where I could.
This Artist Studio Kit was both the most fun and perhaps one of the most time consuming due to the variety of props.I really liked the challenge of working in the middle-ground between dimensionality and graphic flatness; things like the fruit and vases were especially challenging because, unlike more geometric shapes, it was hard to know how much form we were allowed to render.The painting itself was one of the few times I got to use non-vector shapes to simulate the drawn feel. I painted in the colored areas with a layer mask, and I think it simulated the brush-stroke feel quite well.
It's funny how something that seems so simple can pose a lot of complex challenges.Trying to organize the overlapping parts in the animal toy basket, attempting to draw curtain frills using only vectors, and trying to create the crib design in perspective were all hurdles that needed to be handled swiftly.The greatest challenge was the giant doll house, which not only had a lot of small details and structural pieces that needed to be vectorized—it also changed its scale throughout different passes and revisions. Changing perspective on any 2D piece almost requires it to be completely redone, and while the final piece is not where I'd like it to be, I think it went great given the time we had.

I worked in collaboration with Mighty Canvas Inc. and in collaboration with Skylight Collective on key art for Riot Forge.
I had the pleasure to work on the deluxe edition key art for Bandle Tale! Teemo is my favorite champion of all time and I'd been looking forward to this game myself. Given the number of characters, the deadline ended up being pretty aggressive, but I still had so much fun rendering our little Yordle friends :3 (admittedly the saturation levels of Bandle City blast my eyes a bit hahaha).Rendering by me, sketch was created by the artists at Skylight Collective.
I worked in collaboration with Mighty Canvas Inc. and in collaboration with Skylight Collective on key art for Riot Forge.
I had the pleasure of working with Happy Worker to create vinyl figure designs for Melanie Martinez' tour!
Melanie's team already had a strong idea on the stylistic direction for the figurine, so we tried to explore different body archetypes that still fit that aesthetic. The first draft of the figures were much smaller and cuter, closer to the aesthetic of other vinyl figures.
Ultimately, we decided to do the unexpected and go for a more realistic figurine approach so that fans could take a mini-Melanie home!
I love A24 movies, so it was a joy to be able to work with Happy Worker on their Hereditary Gingerbread House project!I created some hand-drawn-style, vintagey illustrations to accompany instructions in their assembly booklet. Peeking at the printed manual, I think it turned out super cute and charming!Photos courtesy of an eBay listing.





I was going through my old files and found these promotional images I'd made for Coke E-Sports a while back. It's always a little painful to look at old work, but I think there's something charming to some of these pieces.
We weren't trying to create insane key art or elaborate illustrations - it was just a team looking to promote e-sports, and myself, a young artist pitching some fun ideas inspired by my favorite games. These were done rather swiftly as they were meant to be one-and-done hahah, but here they are!












Some personal work and sketches for fun.