Hi, I’m Drew!
Most recently worked for SciPlay as a Lead Artist and Manager.
I love to design intuitive, engaging player experiences that balance visual intent with practical engine implementation.
Drawing from experience with concept art, visual effects, game design and cross-discipline production work, I bring a mix of creative problem‑solving and technical reliability to every project.
Featured Work
Bingo Showdown
As LiveOps Art Manager, I oversaw the creation and implementation of in‑game assets in Unity while guiding a team of artists through fast‑paced, ongoing content cycles. I mentored in-house and remote artists, helping cultivate a collaborative environment and strengthening cross‑discipline communication with design, product, and engineering. I played a key role in overhauling the game’s visual style, producing a wide range of 2D assets and UX designs that aligned with the updated direction. In addition to hands‑on art production, I built and maintained the LiveOps art pipeline, ensuring efficient asset delivery, clear feedback loops, and consistent visual quality across releases.
Bingo Universe
In practice I was Art Director for this game. I defined the project’s visual tone and quality bar while leading a small R&D art team exploring new ideas for the company. I mentored and inspired artists, maintained stylistic consistency, and fostered a fun, collaborative environment. I served as a key bridge between art, design, and engineering, ensuring alignment across disciplines. Alongside direction, I produced a wide range of 2D art, VFX, UX designs, and 3D prototypes, implementing assets and prototyping features directly in Unity to support rapid iteration.
Every decision we make should be shaped by a clear sense of purpose.
I began as a UI Artist at Sciplay, but grew into management roles defining visual direction, maintaining stylistic consistency, and guiding teams through fast‑paced production. I led a small R&D art group exploring new concepts, mentored artists, and fostered a collaborative, creative environment. Acted as a key bridge between art, design, and engineering to keep goals aligned. Produced a wide range of 2D art, VFX, UX designs, and 3D prototypes, while implementing assets and prototyping features directly in Unity to support rapid iteration and ongoing content delivery.
SciPlay
2019 - Present
Game Art Manager
2016 - 2019
Reset Studios
Steven Universe TAP (Mobile Title) - UI/UX Artist
Contributed to Steven Universe: Tap Together and other Unity mobile projects by designing UX prototypes, creating UI, VFX, and marketing art. Developed C# scripts for dynamic UI content. Directed outsource artists, mentored interns, and collaborated with Cartoon Network and other major IP holders to ensure brand‑aligned visuals and smooth production.
Frostburn Studios
2014 - 2016
UI/UX Designer
Worked on the MOBA Heroes of Newerth by creating UI art assets, collaborating on UX designs for new features, and managing UI outsource artists. Also developed character and avatar concept art to support ongoing content updates.