
Gree International · Featured Work
From 2013–2016, I worked as an in-house designer at GREE International Entertainment, the Western mobile gaming division of Japanese game publisher GREE. As part of the creative team, I worked across marketing, social, motion, and environmental design. I created performance ads, animated content, promotional materials, trade show graphics, and other creative for the company's mobile games. The fast-paced nature of mobile gaming meant there was always something new to promote. New characters, bosses, seasonal events, and community initiatives gave me constant opportunities to experiment and build my skills as a marketing designer.
01 · Trailer
A motion-driven promotional piece created for GREE International. While this isn't a traditional game trailer, I chose this project because it captures the visual language and creative culture of GREE during my time there. I designed and animated this concept as part of a website redesign for the company.
02 · Events & Environments
GREE's brand extended beyond the screen. I designed environmental graphics for a GDC trade show booth used to introduce the company to prospective employees. The booth included large-scale wall graphics and standing recruitment banners. I also created a series of game posters for the GREE offices, which were eventually installed in the company's interview rooms.
Original poster, banner, and booth designs shown composited in AI-generated mockup rooms for portfolio context.


GDC Booth · Hiring Banner

GDC Booth · Hiring Banner

Interview Room · Beyond The Dead

Interview Room · Call to Arms

Interview Room · Dragon Realms
03 · Character Art

Placeholder Label
For Knights & Dragons, I developed a recurring social series built around one of the game's most recognizable characters, the Dark Prince. The concept imagined the Dark Prince taking selfies with each week's featured boss. Working with our artists, I helped develop the visual direction and created the accompanying social content. Each post was written in the Dark Prince's voice, combining humor and in-world storytelling with useful gameplay information. The series introduced upcoming bosses, explained mechanics, and built anticipation for weekly events.






04 · Facebook Campaign
During my time at GREE, I created hundreds of Facebook ads for Knights & Dragons and other mobile game campaigns. Because new creative was constantly needed for testing, Facebook became a place where I could experiment with different visual approaches, messaging, compositions, characters, and calls to action. The volume of work gave me an early, hands-on education in performance creative. I learned to recognize which visual elements captured attention, which messages encouraged clicks, and how small changes could affect an ad's performance.







































05 · Seasonal Dragons
For Knights & Dragons, we occasionally refreshed the game's app icon to coincide with seasonal events and give players a reason to notice the game again. I created alternate versions of the icon for Halloween and Christmas, adapting the existing artwork into playful seasonal variations while keeping the game recognizable. These small changes were a simple way to make the game feel fresh and give players a visual signal that something new was happening in-game.



06 · Animated Content
Before short-form social video became ubiquitous, animated GIFs were one of the ways we brought the world of Knights & Dragons to life outside the game. I created GIFs featuring character reveals, boss encounters, elemental attacks, and other gameplay moments for the game's Tumblr and social channels. The animations were designed to quickly communicate what was happening in-game while giving the community something entertaining and shareable.












07 · Banner Ads
I designed a large volume of animated web banner ads for Knights & Dragons, promoting everything from new characters and bosses to seasonal events and special offers. With limited space and only a few seconds to capture attention, these ads were an early exercise in performance-focused motion design. I experimented with animation, pacing, character placement, messaging, and calls to action to create ads that could communicate a compelling reason to click almost immediately.






