Hi, I'm Sabina Lewis. I'm a UK-based Concept Artist and Visual Development Artist specializing in environments, worldbuilding, props, and background painting.
Over the past decade, I've created visual development, key art, and production assets for games, animation, and major brands. My credits include background art and mood-driven color scripts for Netflix’s Castlevania: Nocturne, lead environment design for Swordsfall: Welcome to Tikor, and concept work across major AAA franchises including Civilization VI, Diablo IV, and Crusader Kings 3. I’ve also delivered illustrations and visual design for clients like Gucci, Chaosium, and Fandom.
I blend traditional 2D painting with 3D workflows using Blender, Unreal Engine 5, 3D-Coat, and Photoshop to build spatial blockouts, lighting studies, and keyframes that support core narrative beats.
Available for remote work, relocation, and contract opportunities.
Info@sabinalewis.com
Bluesky: @sabinalewis.bsky.social
Instagram: https://www.instagram.com/sabina_lewis/
LinkedIn: https://www.linkedin.com/in/sabina-lewis-0b4252144/
• Designed production-ready background art and visual development for Netflix’s Castlevania: Nocturne, spanning the final 3 episodes of Season 1 and the entirety of Season 2.
• Painted 10+ mood-driven colour scripts (1-4 for each episode) to align visual tone and lighting with dramatic narrative arcs.
• Delivered 25+ background paintings, translating script requirements and directorial vision into detailed layouts and 3D blockouts.
• Integrated into a structured international animation pipeline, working closely with creative directors to meet strict production milestones
• Created concept art and visual development across major AAA titles, including Split Fiction (5+ keyframes), Civilization VI (10+ concepts), Diablo IV (5+ prop designs), FIFA 22 & 23 (10+ outfits and vis dev), Battlefield Mobile (10+ weapon skins), Stellaris (10+ ingame 2D assets), and Crusader Kings 3 (5+ environment designs).
• Designed environments, keyframes, props, vehicles, character skins, and early gameplay visualisations across varied artistic styles.
• Shared digital painting workflows, 3D plugins, and visual techniques to elevate team efficiency and pipeline collaboration.
• Led environment design and managed visual brand identity for Welcome to Tikor, blending historical African architecture with futuristic solarpunk aesthetics.
• Created 30+ illustrations and visual development images defining the visual look and feel of central locations.
• Led a team of 3 concept artists and collaborated directly with the Creative Director to establish worldbuilding style guides and reference packages.
Delivered concept design and illustrations for clients including Gucci, Fandom, Chaosium, and indie game studios while continuously refining 3D & 2D pipeline skills between contracts.