I’m Alejandro Romero, a game artist and illustrator with over ten years of experience in the video game industry.
I’ve worked on published projects across different genres, including science-fiction card games such as Overknights and cooperative twin-stick shooters like Tridents Wake. Throughout these projects, I’ve contributed through concept art, illustration, environment design, art direction, and visual support for gameplay systems.
My main focus is visual storytelling and worldbuilding, always aiming for a clear and cohesive visual identity that supports both gameplay and narrative. I’m comfortable adapting to different art styles, production pipelines, and technical constraints, working closely with multidisciplinary teams.
Alongside my professional work, I develop personal and author-driven projects where I explore more experimental approaches, blending cultural references, social commentary, and symbolic design. I also take part in local artistic collectives, using these spaces as creative laboratories that later inform and strengthen my commercial work.
Associate Art Director - Overknights
Supported the visual direction of the project, coordinated art teams, and ensured consistency and quality across all assets
Concept Artist - Overknights
Created concept art for characters, environments, UI, and marketing, exploring visual ideas and supporting gameplay clarity
Alphaverse -
Produced high-quality environment and props concepts to support level design, assisting the team with visual development. Designed architectural elements, vegetation, and worldbuilding details to strengthen the overall atmosphere and gameplay readability
Produced high-quality environment and props concepts to support level design, assisting the team with visual development. Designed architectural elements, vegetation, and worldbuilding details to strengthen the overall atmosphere and gameplay readability
Tridents Wake - Voidguard - Chornicles of solar empires:
Led the overall creative vision and worldbuilding for the project, defining the setting, narrative pillars, and visual identity. As part of an indie team, contributed across multiple roles including art direction, design, and production oversight to ensure the game’s cohesive development