DUNE PART II: FILM UI


CLIENTS: WARNER BROS, LEGENDARY PICTURES


Working on Dune: Part Two was an unforgettable experience. As art director, I had the chance to collaborate with an incredible team whose imagination and dedication brought Denis Villeneuves vision to life. Together, we explored the imposing world of House Harkonnen, shaping designs that felt both purposeful and unsettling.

Seeing the films visual effects celebrated around the world in 2025 with recognition from the Academy Awards, BAFTAs, VES Awards, and Critics Choice Awards was an honour and a testament to the artistry of everyone involved.

DUNE PART II:FILM UI


CLIENTS: WARNER BROS, LEGENDARY PICTURES


Working on Dune: Part Two was an unforgettable experience. As art director, I had the chance to collaborate with an incredible team whose imagination and dedication brought Denis Villeneuves vision to life. Together, we explored the imposing world of House Harkonnen, shaping designs that felt both purposeful and unsettling.

Seeing the films visual effects celebrated around the world in 2025 with recognition from the Academy Awards, BAFTAs, VES Awards, and Critics Choice Awards was an honour and a testament to the artistry of everyone involved.

U I COMPONENT


The console’s interface grew from a braille-like typeface, its forms drawn from oil droplets and insect anatomy, and expanded into a full visual language for the war table. To weave in the rhythm of the Mentat chants, we studied musical notation across history, borrowing subtle details that gave the system texture and complexity.

Each choice was made to serve the director’s vision and deepen the world of Dune.

U I COMPONENT


The console’s interface grew from a braille-like typeface, its forms drawn from oil droplets and insect anatomy, and expanded into a full visual language for the war table. To weave in the rhythm of the Mentat chants, we studied musical notation across history, borrowing subtle details that gave the system texture and complexity.

Each choice was made to serve the director’s vision and deepen the world of Dune.

HARKONNEN RETICLE


The reticle was imagined as more than a simple targeting sight. Its markings grew out of the same Harkonnen type system created for the war table (Alphabet/Reticle designed by the awesome Jacob Wrigley), binding weapon and console into a unified language.


The movement was designed to feel cold and mechanical, with the spacing between lines and the central point hinting at the force and devastation each shot could unleash.

HARKONNEN RETICLE


The reticle was imagined as more than a simple targeting sight. Its markings grew out of the same Harkonnen type system created for the war table (Alphabet/Reticle designed by the awesome Jacob Wrigley), binding weapon and console into a unified language.


The movement was designed to feel cold and mechanical, with the spacing between lines and the central point hinting at the force and devastation each shot could unleash.

WORK PRODUCED AT TERRITORY STUDIO

ROLE - ART DIRECTOR