Warcraft
From Raid to Reading Room
(Client)
Future US Publishing
(Year)
2009
(Services)
Design, Graphic Treatments, Illustration

Crafting
Warcraft
Achievement unlocked
Before gaming art books became collectibles, we created the blueprint. As layout designer for Future US Publishing, I joined the team crafting the first coffee table magazine treatment of World of Warcraft—a project that would redefine how gaming culture presented itself to the world.
This wasn't just another gaming magazine. We approached each spread like gallery curation, treating concept art, lore, and game environments with the same reverence typically reserved for fine art publications. Every layout decision elevated the digital craft of Blizzard's artists into something physical, precious, and worthy of display.
Debuting at BlizzCon 2009, the magazine immediately set new standards for gaming publications. I worked on the first two of five issues, helping establish the visual language that would influence gaming art books for years to come. Even in 2024, fifteen years later, collectors and fans still discuss these issues with reverence—proof that we didn't just document a game, we helped legitimize gaming as a cultural art form worthy of the coffee table treatment.
Collaborators: Julian Rignall, Sean Dallas-Kidd, Ryan Vulk, Josh Augustine





Warcraft
From Raid to Reading Room
(Client)
Future US Publishing
(Year)
2009
(Services)
Design, Graphic Treatments, Illustration

Crafting
Warcraft
Achievement unlocked
Before gaming art books became collectibles, we created the blueprint. As layout designer for Future US Publishing, I joined the team crafting the first coffee table magazine treatment of World of Warcraft—a project that would redefine how gaming culture presented itself to the world.
This wasn't just another gaming magazine. We approached each spread like gallery curation, treating concept art, lore, and game environments with the same reverence typically reserved for fine art publications. Every layout decision elevated the digital craft of Blizzard's artists into something physical, precious, and worthy of display.
Debuting at BlizzCon 2009, the magazine immediately set new standards for gaming publications. I worked on the first two of five issues, helping establish the visual language that would influence gaming art books for years to come. Even in 2024, fifteen years later, collectors and fans still discuss these issues with reverence—proof that we didn't just document a game, we helped legitimize gaming as a cultural art form worthy of the coffee table treatment.
Collaborators: Julian Rignall, Sean Dallas-Kidd, Ryan Vulk, Josh Augustine





Warcraft
From Raid to Reading Room
(Client)
Future US Publishing
(Year)
2009
(Services)
Design, Graphic Treatments, Illustration

Crafting
Warcraft
Achievement unlocked
Before gaming art books became collectibles, we created the blueprint. As layout designer for Future US Publishing, I joined the team crafting the first coffee table magazine treatment of World of Warcraft—a project that would redefine how gaming culture presented itself to the world.
This wasn't just another gaming magazine. We approached each spread like gallery curation, treating concept art, lore, and game environments with the same reverence typically reserved for fine art publications. Every layout decision elevated the digital craft of Blizzard's artists into something physical, precious, and worthy of display.
Debuting at BlizzCon 2009, the magazine immediately set new standards for gaming publications. I worked on the first two of five issues, helping establish the visual language that would influence gaming art books for years to come. Even in 2024, fifteen years later, collectors and fans still discuss these issues with reverence—proof that we didn't just document a game, we helped legitimize gaming as a cultural art form worthy of the coffee table treatment.
Collaborators: Julian Rignall, Sean Dallas-Kidd, Ryan Vulk, Josh Augustine




