Art direction & game worlds
A Bite of Town
A colorful cooking-game world. Characters, costumes, food and architecture brought together through a consistent visual language.

Character,
across a system.
Expressive faces and readable silhouettes give the cast a shared style. The costume system carries that style across professions and themes, while keeping the underlying character recognizable.


One world.
Many small details.
Food, buildings and restaurant spaces need to belong to the same game. This selection shows the style extending from small food assets to larger environments, with rounded forms, clear color groupings and a playful sense of scale.



More of the cast.
More of the character.
The character language carries into a larger ensemble and themed costumes. These images show both character assets and the way they are presented in the game’s communications.
The wardrobe,
as an experience.
Costume assets become part of the wardrobe interface and themed promotions. The selections connect the character design to how a player chooses and sees an outfit.
Restaurants & decoration.
The world includes restaurant themes, decorative objects and complete serving scenes. Food assets, architecture, furniture and backgrounds need to belong to the same visual system.
The world,
in communication.
Launch and festival imagery carry the same cast and environment style into promotional compositions. A cooking view shows the food, characters and service counter together.
Select gallery images to view them at their source resolution.
My contribution
I defined the visual style, developed character and scene directions, and guided the 2D/3D art team and outsourced production as Art Director at Baidu Yi Xin. The project artwork on this page shows the shared visual system developed by the team under my direction.















