Hungry Ghost Creative Direction & Visual Development Studio
What does a Ghost eat? Time, Myth and Memory.
Hungry Ghost
Creative Direction &
Visual Development Studio
For projects that want to mean something.
Work
Selected Clients & Productions
Scroll down to deep dive
The Practice
Some briefs know exactly what they are. Most don't.
We find what the project is reaching for before production starts — creating a framework that gives every department a shared compass for navigating the territory ahead. And we don't stop there. With a background spanning concept through to in-engine implementation, we can give your project a head start on the how as well as the why.
Case Studies
01 — Immersive & XR
Immersive
& XR
Worlds built to be inhabited, not observed.
Immersive VR — Felix & Paul Studios / Area 15 Las Vegas
Framework: Amanogawa
A directed-walking experience with an unresolved aesthetic problem at its core. The solution was a complete cultural framework — Amanogawa, an art movement set 200 years into humanity's future among the stars. Reverence for materials, mastery of craft, the weight of collective human endeavour. Every visual decision followed from that single named world.
Spatial AR Infinite Runner — Apple Vision Pro
Framework: Cosmic Happy Meal
An AR experience needing a visual register that felt simultaneously irreverent and coherent. The named framework — Cosmic Happy Meal — fused pop art, future-retro aesthetics, 70s and 80s nostalgia, hot rod culture, and Garbage Pail Kids. Once named, every asset decision had a reference point the whole team could hold.
AR Interactive Storybook — Felix & Paul Studios
Art direction for an augmented reality reimagining of the Brothers Grimm fairy tale — building a visual world that held the weight of the source material while feeling native to the AR medium.
Location-Based Experience — Experiential Design
Creative direction for a high-art experiential environment built around candy as both theme and material logic — a surreal, high-saturation world designed to be physically inhabited.
Games Vertical Slice — Full Pipeline Art Direction
Full creative and art direction across a games vertical slice — establishing the visual language, world logic, and asset pipeline from concept through to production-ready output.
02 — Visual Development
Visual
Development
Building the visual argument before the camera rolls.
Concept Artist / Visual Developer — Gilliam · Summit · Selected Pitch Work
Pitch art arrives before the script. Sometimes before the cast. Work spanning The Imaginarium of Doctor Parnassus, The Darkest Hour, unproduced sci-fi, and selected pitch projects — making the hardest part of an unmade film feel immediately real.
Concept Artist / Visual Development — Disney · Netflix · Amazon
Visual development across three productions spanning fifteen years — Alice Through the Looking Glass, Spectral, and Rings of Power. Every environment decision made in service of what needs to happen narratively in that space.
VFX Concept Artist / Matte Painter — Carnival Row · Rings of Power · Black Adam
VFX concept art is problem identification, not illustration — serving editorial, production, and vendors simultaneously. Anchor project: The Burgue for Carnival Row, built from three real cities into one fictional one.
Independent Practice — Selected Pieces
A small selection of personal concept work — design and painting made for their own sake, outside any brief or production.
03 — Independent Practice
Independent Practice
What does a ghost eat?
Time, Myth, Memory.
Sculpture — Concrete & Found Objects — Wellington, New Zealand
An ongoing material practice working in concrete and form — asking the same questions that drive the commercial work without a brief to answer to. Objects at the threshold between the ritual and the everyday; vessels built to carry the weight of things that persist after the person is gone.
Hungry Ghost — finding what the work wants to become
Begin a conversation
If your project is reaching for something it hasn't named yet —
contact@hungryghost.studio