ANT-MAN: FILM UI


CLIENT: MARVEL


For Ant-Man and the Wasp: Quantumania, I led the art direction on screen graphics and UI across eleven sets and more than 250 shots. The challenge was to create a visual language that felt both scientifically intricate and fantastical, capturing the mystery of the Quantum Realm while staying rooted in the signature look of the Marvel Cinematic Universe.


Every interface was crafted with meticulous detail, from overall concepts down to the smallest pixel, ensuring authenticity and narrative impact. Working closely with the art department, our team built designs that underscored story beats, revealed character nuance, and carried the immersive storytelling Marvel is known for.

ANT-MAN: FILM UI


CLIENT: MARVEL


For Ant-Man and the Wasp: Quantumania, I led the art direction on screen graphics and UI across eleven sets and more than 250 shots. The challenge was to create a visual language that felt both scientifically intricate and fantastical, capturing the mystery of the Quantum Realm while staying rooted in the signature look of the Marvel Cinematic Universe.


Every interface was crafted with meticulous detail, from overall concepts down to the smallest pixel, ensuring authenticity and narrative impact. Working closely with the art department, our team built designs that underscored story beats, revealed character nuance, and carried the immersive storytelling Marvel is known for.

THE YACHT


Here I directed the design of its baroque displays and fluid simulations. The interfaces had to move with the energy of the scene while staying visually bold. Using a sharp gold and purple palette, we kept the graphics striking without pulling focus from the performances.

THE YACHT


Here I directed the design of its baroque displays and fluid simulations. The interfaces had to move with the energy of the scene while staying visually bold. Using a sharp gold and purple palette, we kept the graphics striking without pulling focus from the performances.

KANGLISH


The Quantum Realm demanded its own written language, and Marvel’s art department answered with Kanglish, a script never before seen on screen. My role as art director was to help integrate this alien dialect into the film’s user interfaces, ensuring it felt authentic without losing clarity for the audience.

KANGLISH


The Quantum Realm demanded its own written language, and Marvel’s art department answered with Kanglish, a script never before seen on screen. My role as art director was to help integrate this alien dialect into the film’s user interfaces, ensuring it felt authentic without losing clarity for the audience.

WORK PRODUCED AT TERRITORY STUDIO

ROLE - ART DIRECTOR