Trivium Studios
"Time Rift" CCG
Role:
Commissioning Art Director
As the Commissioning Art Director, my goal was to oversee the creation of every piece of illustration for the CCG—"Time Rift". As a start-up studio, this role wasn't simply about hiring in talented artists but rather: devising the game's entire visuals, building the pipelines, connecting departments, and inventing the SoPs that could be used for later sets.
A key element to this game was historical accuracy. As an accurate portrayal of historical characters, artifacts and events, it was quintessential that a pipeline existed between our team of external artists and internal historical team—catching anomalies early without causing bottlenecks. At the same time there needed to be a healthy balance between accurate portrayals and artistic vision.
I first built the systems needed to connect departments and build the art guides that could get the artists started on the right tracks. Then, I was solely in charge of reaching out to artists I felt would be a good fit for the studio. Once signed up, it was my responsibility to track, help and direct every illustration that would later populate the game. Working with industry veterans and newer incredible artists, I finished the very short 3 month cycle with 50+ top-tier artists and 300+ AAA standard illustrations ready for production.
Art Director: Mike Dalzell Chief Creative: Noah Scammon Historical Lead: Dr Jonathan Crymes
Artist Credits (In appearing order) Sonderflex Studio, Marco González (x2), Eric Belisle (x2), Kai Lun Qu (x2), Tomasz Jedruszek, Kata Kemi, Chris Casciano, Kaio Oliveira, Jennifer Hrabota Lesser (x2), Eli Ring
This role very importantly saw me building the core infrastructure for Trivium Studios working with external artists. I set up the shared spaces for all external artists to sign and deliver projects. I also built the system for tracking and paying invoices globally, making the distribution of £1/4M possible.

In production and once illustrations were complete, it was my job to ensure all of the illustrations were artworked and ready for seamless integration into the design files. This included managing colour modes, levels, and corrections; and building the foiling masks for the collectible variants.


Art Worker: Mike Dalzell Designer: Jonny Hanham
















