
Illustrative Work
Illustrative Work
Due to my Japanese background, I am largely inspired by the culture and traditions and often incorporate these into my illustrations.
​
Below are some of my previous works, both commissioned by others and for personal use.
All work is drawn and coloured digitally using Adobe Photoshop, Illustrator or Procreate.
Due to my Japanese background, I am largely inspired by the culture and traditions and often incorporate these into my illustrations.
​
Below are some of my previous works, both commissioned by others and for personal use.
All work is drawn and coloured digitally using Adobe Photoshop, Illustrator or Procreate.

Dialogue & Localization

Overview
In Evercore Heroes; Ascension, I designed and implemented the full dialogue and localization systems - from early Figma layouts through to Unreal Engine implementation. These systems allowed NPCs to feel alive and responsive, while also making the game accessible to a global audience.
Objectives
-
Design a clear, readable dialogue UI with personality and polish.
-
Build a flexible dialogue framework that allows for different dialogue depending on character selected.
-
Allow NPCs to respond dynamically based on context (hero, stage, progression).
-
Support full localization across 8 languages.
-
Integrate VO support for characters alongside text delivery.


Design Approach
I started by creating the dialogue UI in Figma, focusing on readability and consistency across different screen sizes and languages. The goal was to design something that felt light, clean, and immersive, without distracting from gameplay. Once the designs were finalised, I brought them into Unreal and built out the full system myself.
​
The dialogue framework I created allowed NPCs to change their responses depending on which hero the player was using, as well as when in the run they were encountered. Meeting the same NPC twice in one run would triggered a different dialogue sequence on the second encounter. To add polish, I also built a typewriter effect for all dialogue lines, and set up the system to support VO on open and close dialogue.
Localization
Alongside dialogue, I set up the game's localization system. This supported eight languages - Simplified Chinese​. English, French, German, Spanish, Russian, Polish and Brazilian Portuguese - and allowed the game to switch seamlessly between them without interruption. Every piece of text, from UI labels to dialogue lines, flowed through this pipeline.
UI & Feedback Design
-
Clean, minimal dialogue windows optimised for readability across languages.
-
Typewriter effect for immersive pacing.
-
NPC VO on interact and close dialogue.
-
Seamless switching between languages without restarting or breaking flow.