Perfect Dark

I was the first concept artist hired in-house on Perfect Dark, at The Initiative, the studio Xbox opened in Santa Monica in 2018. That fall I kickstarted our world-building: a near-future Cairo for a spy thriller, with a look of our own, which we came to call “eco sci-fi.” For someone who grew up on Shadowrun and William Gibson, it was a pinch-yourself moment.

Phil Spencer announces The Initiative: a logo and a directive. Excerpt from the Xbox E3 2018 Briefing. © Microsoft.

I was there from the blue-sky pitches in 2018 until Microsoft closed the studio in 2025. Over those 7 years the team around me grew and changed, with my tenure one of the few constants. I became the keeper of our concept vault and the resident historian of the game’s lore, the one who brought new hires up to speed on a world that had been evolving for years. When a colleague was given an assignment, I could hand them our earlier iterations on similar themes as reference. When an art director was preparing a new brief, they could check with me to see if we’d explored the topic before. (The answer was almost always an emphatic yes.)

We announced the game at The Game Awards in 2020, and from 2021 Crystal Dynamics co-developed it with us under one banner, Team Perfect Dark. Between that announcement and the gameplay reveal at the Xbox Games Showcase in 2024, I owned the source art for the game’s AR graphics: the obsession board and the hacking animations you can see in that trailer. I also delivered street signage and holograms, dashboards and login screens, collectibles, and screen textures across the levels.

Announcement Trailer

In 2018, the reboot had a name and a protagonist, Joanna Dark, but no world. The original Perfect Dark was closer to Blade Runner, but we couldn’t out–Blade Runner a game like Cyberpunk 2077, so we had to try something else. I started as I always do, with a genre deep dive. I watched every Mission: Impossible and Bond film, and replayed both original Perfect Dark games. Once I was steeped in the design language of the spy thriller, I went wide with my research, then started sketching: around 3 rough photobashed sketches a day, each a pitch hunting for a flavor we could build on. I felt like a mad scientist, experimenting with wild ideas until the early wins came.

From those wins, I worked out the formula with our studio head and the team: a Cairo shaped by ecological disaster, forced to remake its infrastructure to survive climate change. We called the look eco sci-fi. The new tech is retrofitted, so a destination you’d recognize sits in contrast with corporate futurism, old against new (a “fauxtopia”). The goal was something ownable, the way Black Panther made Afrofuturism its own with a city drawn from vernacular African architecture. I designed the style guides that followed and worked with a cultural consultant to keep our Cairo true to the real one, down to the translated text in my concepts.

In 2020, two years of that work went public in one trailer, the first time anyone outside the studio saw the setting. It was our stake in the ground: a bold claim that this world was a flavor of sci-fi nobody else had, and our way of standing out in a sea of near-future games. My work is in the drone’s flythrough over the market (1:44) and down in its streets (1:54).

  1. 0:00 Geoff Keighley’s introduction
  2. 0:27 Studio on eco sci-fi
  3. 1:05 Trailer
  4. 1:44 Market flythrough
  5. 1:54 Face scan in the market
Geoff Keighley hosts the world premiere at The Game Awards 2020: a word from the studio, then the trailer. Excerpt from the official stream of The Game Awards 2020. Broadcast © The Game Awards; trailer © Microsoft.
A rooftop solar array of orange dishes beside a tall mast, minarets and planted terraces around it, seen from the drone
The solar array tower over the market. The arrays, battery banks, and dark tower are my designs, dataDyne products in the fiction. Perfect Dark announcement trailer (2020). © Microsoft.
A drone’s view over the market’s rooftops: minarets, planted terraces, solar panels, and awnings strung between the buildings
The market in the drone flythrough. The set dressing and eco-props are my designs. Perfect Dark announcement trailer (2020). © Microsoft.
A dark market street under awnings with sun breaking through, the drone’s camera overlay drawing scan boxes over a figure
The market at street level through the drone’s camera, with my lighting paintover and face-scan UI. The body scanners are Isaac Kim’s. Perfect Dark announcement trailer (2020). © Microsoft.

Gameplay Reveal

By 2024 it was time to show gameplay. The reveal below is six years of world-building expressed in three and a half minutes, our concepts in motion at last. Typically, Concept Art paints the look and Environment Art builds it in-engine, but on this trailer I did much of my design work inside Unreal Engine 5, painting over test levels and blockouts before I finished the keyframes in Photoshop. My contributions follow in order of appearance.

  1. 0:13 Storm jump
  2. 0:25 Green wall
  3. 0:57 Voice steal
  4. 1:12 Alleyway
  5. 2:03 Hideout
  6. 2:34 Plaza
  7. 3:03 Black site
  8. 3:16 Logo
The gameplay reveal from the Xbox Games Showcase 2024. Perfect Dark gameplay reveal, Xbox Games Showcase 2024 (official upload). © Microsoft.
Storm Jump

The trailer opens with a Mission: Impossible–esque stunt, Joanna’s death-defying jump from a private jet into a storm. A few seconds of screen time took concept, storyboards, character, level design, and cinematics to pull off. The hardest part was making sure the level designers and the cinematics team each got what they needed out of the story beat. The jet is my design, interior and exterior, and the trailer shows both. I argued for designing the exterior first, so everything would line up as a whole, and that solved some major problems: what kind of door the jet needed, how it opened, where on the fuselage it had to sit. My lighting and VFX concepts took the storyboard frames, rough and sketchy by design, and gave them polish. I posed our Joanna model, rendered her out in Blender, and painted over the render to set the storm’s fog density, the way it diffused light, the surrounding debris, and the color of the lightning strikes. The shot of her silhouetted in the open door was my idea.

A private jet seen from above and behind, banking through dark storm clouds, vapor trailing from its wingtips
The jet over the storm. The exterior is my design. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Joanna silhouetted in the jet’s open door, lights on her helmet and vest, the dark cabin around her and orange storm light behind
Joanna at the jet’s door, from inside the cabin. The interior is my design; the flight suit is Jorge Molina’s. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Green Wall

The storm breaks over the green wall, the large-scale infrastructure of our Cairo. The wall protects the city from the frequent sandstorms, and its dense artificial foliage keeps the temperature down. The idea began with our principal world builder; I designed the first version, and a fellow concept artist took it from there. In the trailer it is the first piece of the city on screen, seen from behind as the storm hits.

A tall curved tower of ribbed stone rising from a terraced structure, blue sky and clouds behind it, a wall of brown dust rolling in from the left
The green wall as the storm hits. The first version is mine; the trailer version is Jeremy Hunter’s. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Voice Steal

Joanna steals a guard’s voice to slip past a gate. I designed the gate and the voice box that opens it, along with many of the game’s systemic interactable props, hackable doors among them.

A street under a huge synthetic tree, a man sitting on the kerb, a blue holographic map panel on a shelter at the right, a small blue shop sign on the building at the left
The start of the voice steal. The blue shop sign and the transit map are mine. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
A guard at an iron gate across the street, a painted mural on the wall beside it, Joanna’s handheld raised in the foreground with a waveform on its screen
Across the street, a guard at the gate. The gate is my design; the gadget in Joanna’s hand is Jorge Molina’s. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Joanna’s handheld held to a white intercom on a wall, its button lit green
The stolen voice played into the gate’s intercom. The voice box is my design. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Alleyway

The next beat shows off our traversal moves in the alleyway behind Carrington’s hideout. I painted the keyframes, and designed the 2D textures for the signage and diagnostic screens. I also helped set the visual language for traversable objects, so traversal reads the same from level to level: yellow on the pipes and turquoise on the painted wood, to pop against Cairo’s earth tones. A red tapestry blowing in the wind marks a traversable window.

A workbench under diagnostic screens in a scaffolded alley, two technicians at the screens, a control module on a pole at the left, a crate with a leaf logo in the foreground
The stealth alley before the traversal. The diagnostic-screen textures are mine; the plant control module is Jessica Cheng’s. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
A sunlit alleyway of balconies, latticed screens and scaffolding, dust hanging in the air
The alleyway behind Carrington’s hideout, from my keyframes. Environment by Kerrigan Marois and Josh Pegram, level design by Heather Jackett. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Hideout

The inside of Carrington’s hideout was a lot of fun to design, and I pitched plenty of ideas and Easter eggs. We wanted an ad-hoc setup: this is a character who is effectively a chameleon and works through disguises. The prosthetic bodysuit was my pitch, and I was delighted to see it make the cut. This is also where my AR work is on screen. I designed the digital obsession board and its contents, and the hacking screen graphics, which one of our VFX artists animated.

The digital obsession board: newspaper clippings, a map of the exclusion zone, a transit map and photos pinned to a dark hex grid, lit blue
The obsession board inside the hideout. Designed with UI/UX director Rich Burns. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
A desk of hacking screens under latticed windows, server racks to the right
The hacking screens inside the hideout. My graphics as animated by VFX artist Leonardo Cunha, with Jaime Molina on environment. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
A dark room with a rug and a folding screen, a dress form and racks of clothes at a lit desk on the left, pistol raised
The disguise station in the hideout. The prosthetic bodysuit in the corner was my pitch. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Plaza

For the combat beat I concepted the first iteration of the market plaza. The pentagonal oranges were my idea, and the ask was that every orange be its own physics object, scattering under gunfire, without giving up our target frame rate of 60 fps. The VFX artists made it work, and the day they did was a celebration for the whole team.

A market plaza of stalls and awnings during a firefight, pistol raised
The market plaza during the combat beat, from my concept. Fruit cart by Jeremy Hunter, central tree and synthetic plant life by Lei Jin, enemy guards by Kanish Palathingal and Michael Baytion. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Black Site

The black site’s glowing core, the trailer’s last scene before the logo, began as one of my blue-sky pitches, with a teammate carrying it to the screen. Of everything on this page, it is the idea that traveled furthest, from a pitch to the final shot of the reveal.

A helmeted figure before a glowing core in a dark chamber, red plants around it
The black site’s core in the trailer’s last scene, from my pitch. Trailer version by Jeremy Hunter. Perfect Dark gameplay reveal, Xbox Games Showcase 2024. © Microsoft.
Logo

The trailer ends on the new Perfect Dark logo, designed by our UI/UX director. It replaced the 2020 announcement logo, an iteration of my own treatment. The original game came out in 2000, and by 2020 its look had boomeranged back into style, so I started by tracing the logo off the N64 box art. From there I traded the standard blue of the American box for the standout red of the Japanese one, with the exact shade lifted from the back cover of Lil Yachty’s Teenage Emotions. The mark I cared most about was the dakuten after the name, the “quotation mark” accent that, by the anecdotes I dug up, Rare included to make the title feel more Japanese and foreign. The 2024 logo took what was cool about the legacy one, the angular strokes and that mark, and modernized it for a new era, a microcosm for the project itself.

The back cover of Teenage Emotions: a slice of pepperoni pizza held over the box on a deep red field, the track list down the left
The back cover of Lil Yachty’s Teenage Emotions (2017). The tracing’s red, #990C2E, is this red. © Quality Control Music / Capitol Records / Motown Records.
The Japanese Perfect Dark box: Joanna Dark seated with a pistol on a red field, the title in katakana over the English logo
The Japanese Nintendo 64 box (2000), red where the American box is blue. © Rare / Nintendo. Scan via the Internet Archive.
The American Perfect Dark box: Joanna Dark’s eyes in close-up on black, the blue logo across the top, a red Expansion Pak panel down the right edge
The American Nintendo 64 box (2000), the standard blue. © Rare / Nintendo. Scan via TheGamesDB.
The 2000 Perfect Dark logo as printed on the US N64 box: angular blue capitals with a white outline2000
My tracing of the 2000 logo: the same angular capitals and quotation mark as a flat deep-red silhouetteMy tracing
The 2020 announcement logo: silver angular capitals with a quotation mark after the name, over a dark red glow2020
The 2024 Perfect Dark wordmark: pale blue capitals with angled cuts and a blue and violet offset2024
The Perfect Dark logo in 2000, my tracing of it, the 2020 announcement trailer’s end card, and the 2024 logo. © Rare / Microsoft (2000 logo and the tracing); © Microsoft (2020, 2024).

I’m extremely proud of the work we did on Team Perfect Dark. When I joined The Initiative I was still in my first year in the industry, working alongside veterans of the studios whose games I grew up on. It fundamentally changed how I think about games: I now think about what it takes for an idea to survive from blue sky all the way to the screen, and whether it still feels right once you’re on the sticks.

To the concept team and the leadership who taught me so much over those 7 years, thank you. The collaborators below are a fraction of the team across The Initiative and Crystal Dynamics.

Concept Leadership

Eric Persson
Lead Concept Artist / Art Director
Erik Jakobsen
Art Director
Horia Dociu
Art Director
Michael Baytion
Assistant Art Director
Miles Williams
Production Designer
Nicole Plum
Outsource Manager / Concept Art Producer

Concept Team

Brock Grossman
Concept Artist
Chris Doretz
Concept Artist
Isaac Kim
Concept Artist
Jeremy Hunter
Concept Artist
Jessica Cheng
Senior Concept Artist
Jorge Molina
Character Concept Artist
Kanish Palathingal
Senior Character Concept Artist
Lei Jin
Concept Artist

Other Departments

Darrell Gallagher
Studio Head
Heather Jackett
Lead Level Designer
Jaime Molina
Environment Artist
Jolyon Myers
Principal World Builder
Josh Pegram
Environment Artist
Kerrigan Marois
Environment Artist
Leonardo Cunha
VFX Artist
Mark Bristol
Storyboard Artist
Rich Burns
UI/UX Director