DeNA West

Free-to-play built for long-term engagement.

DeNA focused on building free-to-play games, bringing its proven gacha-driven model to Western audiences. Titles like Timenauts and Blood Brothers 2 emphasized deep systems, social play, and long-term progression. The goal was to create engaging worlds players wanted to return.

My role

At DeNA West, I started as a 2D Artist & Animator in titles like Royal Defenders, Timenauts, and Blood Brothers II, creating characters, environments, animations, and overseeing VFX outsourcing and Unity integration. The role demanded close collaboration across design, engineering, and UI. Promoted to Art Director during my time at Timenauts, I led art production, directed in-house and external teams, and defined the visual identity for multiple live mobile projects while remaining hands-on as needed, creating key art screens and leading the collaboration with the comedian Gabriel Iglesias also known as Fluffy.

It was a formative period where I learned the fundamentals, sharpened my 2D skills, strengthened collaboration, and took my first steps as an Art Director.

Art direction and artwork by Lando Ohmke. Property of DeNA.

Multi-Disciplinary Art Production

At DeNA, I started as a production artist on Royal Defenders and its evolution into Timenauts, contributing across character design, key art, environments, animation, and stylized VFX. Beyond asset creation, I also created and directed the games’ in-game, comic-style cinematics, helping define their visual storytelling within a free-to-play framework.

Art direction and artwork by Lando Ohmke. Property of DeNA.
Art direction and artwork by Lando Ohmke. Property of DeNA.

Gacha as a Core Player Moment

As Art Director on Timenauts, I led the visual direction of core player-facing systems, including the gacha sequence. The goal was to transform a monetization mechanic into a moment of anticipation and reward through timing, animation, VFX, and character presentation. I directed the art style, supervised production, and collaborated closely with design and engineering to ensure the sequence felt impactful, readable, and aligned with the game’s identity.

BOW3 Games

Indie mobile studio focused on collectible-driven experiences.

Bow3 Games built character-driven mobile titles centered on charm, accessibility, and repeat play. With games like Clawbert, the studio combined simple mechanics with strong visual identity and themed collections to create engaging, return-friendly experiences designed for long-term player retention.

My role

At BOW3, I served as the main Production Artist on Clawbert for several seasons, leading the creation of islands, toys, and icons, while also developing concepts for monthly game pitches and contributing to early-stage ideation and new IP exploration.

By 2018, our team was hired by N3TWORK to work on Tetris® Mobile.

Production Artist & Game Concept Development

Clawbert was a charm-driven mobile collectible game built around a claw machine mechanic, where players collected themed characters across different islands. As a production artist, I created islands, characters, and icons that shaped the game’s visual identity and collectible appeal, ensuring clarity and consistency for mobile.

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