Fright Krewe: Case Study
As Design Supervisor, I jumped in early to shape the look of the show.
I explored a ton of ideas, and once the showrunners found a direction they loved, my designs became our “Rosetta Stone” for the rest of the team. I leaned on live-action references, authentic New Orleans architecture, and my own 3D modeling to create a world that felt real but still worked in 2D animation.
My designs became our “Rosetta Stone” for the rest of the team.
When things got hectic, I stepped up to art direct a few episodes myself, breaking down episodes to define what we needed and working closely with the team to keep the style consistent. I also found ways to lighten the load, like creating reusable design packs and simplifying complex episodes with the show runners so we could stay on schedule.
Our lush, hand-painted backgrounds and grounded environments got a lot of positive feedback, both internally and from fans.
These visuals set the tone and made the world of Fright Krewe feel spooky and immersive.
A couple of highlights for me were the Jitters Theme Park designs in Episode 8 and the time-of-day lighting transitions in Episode 10—they were big challenges, but seeing them come to life on screen was so rewarding. This project pushed me to grow as both a designer and a leader, and I’m proud of the world we created together. Check out more of the work below!