CASE STUDY / SEVEIL
FINO FENG · 2026
SEVEIL key art — Nate Marsh surrounded by flying cards and the silhouettes of VEIL & CO. executives

A corporate-horror roguelike deckbuilder — designed, art-directed, and built to a playable demo by one artist, in three months.

I am a game artist and art director with 15+ years in the industry — not a traditionally trained engineer. I directed a team of AI agents to build the rest.

1Person
3 moTo playable demo
118Cards designed
6+Archetypes
8Recruitable staff
LiveDemo on Steam
Mar 2026
Concept & direction locked
Jun 2026
Core systems playable
Jul 21
OpenAI Build Week entry
Aug 03
Demo baseline frozen · all gates green
Aug 05
Steam page & demo live
01 · The Premise

Work is combat.

VEIL & CO., the world's most celebrated century-old textile company, is hiring. A year ago your sister walked into this building and never came out. Now it's your first day.

SEVEIL turns corporate life into a roguelike deckbuilder: performance reviews, overtime requests and forwarded emails are your cards; the weekly calendar is your map. You fight colleagues, defeat them, then recruit them onto your team — spending their energy, managing their loyalty, and climbing toward executives whose boss fights are built around the way each of them rules.

Health and sanity are resources you can burn. At VEIL & CO., everything is a resource. At the table, you are your own final bargaining chip.

Executive boss fight — Solomon Graves, First Director, looms over the player's hand of cards
Executive boss fight. Every executive has a story, an agenda, and a battle system built around the way they rule. Character art carries the intimidation; the UI stays in-fiction as VEIL & CO.'s workday terminal.
02 · Art Direction

The whole game is company software.

The core visual decision: the player never looks at a game UI — they look through VEIL & CO.'s internal software. Menus are personnel systems. Combat is a daily standup. Team management is a personnel archive with clearance levels and sealed files. Horror comes from restraint: surveillance chrome, archival typography, and the quiet menace of a company that logs everything.

PILLAR 01

In-fiction UI

Every screen is diegetic corporate software — clearance stamps, encrypted chat, audit trails. The interface itself is the world-building.

PILLAR 02

Character-first

Painterly, fashion-conscious portraits carry the emotional weight against noir photographic environments — warmth trapped inside a cold system.

PILLAR 03

Corporate menace

No gore, no jump scares. Dread is built from HR language, gold-on-black accents, and what the archive refuses to show you.

Combat screen — a daily standup meeting rendered as card combat against colleague Gigi
Combat as a meeting. Turn-based card combat framed as VeilChat daily standup; enemy intents read like management behavior.
Keystone card primed during a boss fight
Keystone moments. Each archetype's core policy card gets a full-screen presentation beat — the one place the quiet UI is allowed to shout.
Employee Profile screen — personnel archive showing Gigi's file, module tiers and encounter profile
The archive as a management screen. Recruited colleagues live in a personnel archive: full-body art, department records, upgradeable passives — and sealed pages you don't have clearance for yet.
03 · My Role

Everything except typing the code.

SEVEIL is a solo project in the sense that every decision passed through one person. It was not solo in execution — I ran it like a studio, where the staff happened to be AI. Shipping web-first was equally deliberate: it was the fastest medium to put a playable build in front of real players and start learning.

Owned directly

Art direction · character & UI design · key art · game & systems design (118 cards, 6+ archetypes, boss mechanics) · narrative & world-building · production planning · Steam page & marketing copy

Directed through AI

All engineering (web + desktop builds) · rendering passes and iteration in the art pipeline · localization drafts · test automation — executed by AI agents under my direction, review, testing, and release control. I'm not a traditionally trained engineer — I don't need to type every line to own the engineering outcome.

04 · Directing AI as a Team

AI is the staff. Direction is human.

The interesting problem wasn't getting AI to produce — it was getting AI to produce to a quality bar, without wrecking what already worked. My answer was to manage AI agents the way an art director manages a team: written standards, scoped assignments, and hard gates.

Written constitution
A standing rulebook every AI collaborator must read before touching the project: naming rules, stop-lines, communication standards, and the principle that a passing automated test never outranks a human playtest.
Scoped work-lines
UI, mail system, boss design and story each ran on an independent line with its own branch, tag, test scope and rollback point. No big-bang refactors; no experiment ever mixed into the stable demo without explicit sign-off.
Frozen baselines
The playable demo is a frozen, verified baseline. Candidate work must pass audit, full build, silent automated tests and my own hands-on playthrough before it can touch it.
Release gates
Store configuration, review submission, page visibility and public release are four separate gates — nothing ships by accident.
Handoff memory
Every AI session ends with a handoff package — state, evidence, boundaries, next steps — so a brand-new session can resume the project without me re-explaining it. The whole studio fits on a portable drive.
Hybrid art pipeline
Hand-drawn design and sketches → AI-assisted rendering and exploration → human paint-over and a final art-direction pass. AI accelerates; it never gets the last word on quality.
QUALITY GATES BROWSER MASTER GATE 24/24 LETTERBOX CONTRACT 22/22 ASPECT RATIOS CLICK-VERIFIED 9 FIRST PAINT (1080P COLD) ~341MS MEDIA MANIFEST SHA-256 386/386
The Film

Two minutes, the whole story.

SEVEIL — how one artist shipped a real game with AI
▶ PLAY — 2:15
05 · Why It Matters

What this project demonstrates.

An AI-era senior artist

Not "an artist who uses Midjourney" — a director who converts AI into reliable production throughput while personally holding the quality bar, across art, code and copy.

Full-pipeline ownership

Concept, characters, UI systems, game design, narrative, marketing assets and store copy — one coherent vision carried from first sketch to playable, distributable builds.

Production discipline

Frozen baselines, scoped branches, gated releases and clean handoffs — the habits of someone who has led teams for years, applied to a new kind of team.

We weave your dreams