Selected Project
League of Legends
Nerf Blaster Ad
There’s a specific challenge in making something look like a character drew it while still being good enough for a global product launch. For the Nerf x Riot Fishbones collab, I built an illustration language from the ground up — starting with crayon and colored pencil, refining the line quality until it sat right on the edge between Jinx’s chaotic handmade world and something a studio could actually ship. Art direction, illustration, 2D animation, design, final edit. One of my favorite kinds of briefs.
CONTROL-
LED CHAOS
CONTROLLED CHAOS
The brief lived in the gap between Jinx’s handmade visual world and the polish of a major product launch. Every line, texture, and timing choice had to feel reckless in the right way — expressive, character-driven, and still sharp enough to carry a global campaign.
From Rough
to Riot
The illustration system was developed from scratch, with early boards and frames doing the heavy lifting. The goal was not just to mimic a messy, drawn look, but to make it consistent, usable, and production-ready across shots that had to land immediately.
Built for
Launch
Once the visual language was locked, the campaign expanded outward into hero moments and supporting motion graphics. The challenge was consistency: keeping the work loose enough to feel like Jinx touched it, but deliberate enough to survive across every deliverable.
BACKGR-
OUND NOISE
BACKGROUND NOISE
Supporting graphics helped fill out the broader campaign with punchy loops, surface texture, and extra attitude. Presented together, they show how the system could flex while still feeling like one world.
Credits
Art Direction / Illustration / Lead 2D Animation / Design / Final Edit — Nick Snyder
Creative Director — Phil Guthrie
Studio — Two Fresh
Client — Riot Games
Tools — After Effects, Procreate