Case study 01

Game of Thrones: Dragonfire

Director of Art, Warner Bros. Games Boston, 2021–2025

  • AAA mobile 4X strategy game for iOS and Android, built in Unity
  • Team of 20+ artists, globally distributed
  • Led art from concept through soft launch
Game of Thrones: Dragonfire — official launch videoOfficial launch video

The challenge

Bring House of the Dragon to phones. The game is set during the Targaryen civil war, 172 years before Daenerys, and players are new dragonriders fighting their way toward King’s Landing. The art had to feel true to HBO’s world, stay readable on a small screen across a huge strategy map, and support years of live-service content.

My role

I was the first artist to join the team, along with the Creative Director and Head of Product. Our experience and research told us that it was possible to bring Game of Thrones fans to strategy gaming – the studio’s current game, Game of Thrones: Conquest had already done it, even after the eight-season series ended. Given the coming release of House of the Dragon, our hypothesis was that building a new game that appealed to a broader base of those same fans had a strong chance of success.

Spoiler alert – the look we built carried through to a worldwide launch in June 2026, and by October players had spent an estimated $23 million in the game (AppMagic via PocketGamer.biz).

Our North Star, as we often put it, was “to create a living, breathing Westeros,” and I worked daily with engineering, design, product and production on the trade-offs that required.

What I did

  • Found the look. With the support of my teammates, I defined the game’s visual style and established exemplar assets that showed the growing team the high bar for quality we needed to reach. Early on, I directed several outsource partners and individual artists through more than 20 style explorations, from watercolor and graphic novel to cartoon, realism and stylized realism. I had my favorites, but testing showed players wanted it as realistic as we could make it. So we landed on a look that skews toward realism and is stylized on purpose: simplified where it can be, detailed where it matters.
  • Brought the show’s dragons into the game. When we started, we hadn’t seen the show yet, and we didn’t know what its dragons looked like. I reached out to HBO Visual Effects and found like-minded people there who wanted to help, and we were careful not to add to their load during live production. Their film-resolution models and textures were far heavier than games usually take on, so I helped set up a remote desktop with an Nvidia A1000 GPU that could open them. I reviewed sets like Dragonstone and King’s Landing in Unreal Engine, so we could bring the assets into the game without losing what made them authentic.
  • Built the world. There were 28 dragons at launch, including the show’s Caraxes, Syrax, Vhagar, Sunfyre and Seasmoke plus original designs, in four breeds with distinct silhouettes, growing from egg to adult. The map runs from snowy northern mountains to southern deserts, with landmarks like the Red Keep, Dragonstone and Harrenhal.
  • Built the team. I hired and led a distributed team of 20+ artists, with direction and reviews across concept, 3D, UI and VFX.
  • Directed outside partners. I directed the launch trailer on this page with our creative partner, Plastic Wax, and kept vendors at our quality bar.
  • Explored new workflows. I set up a GenAI sandbox to test new tools, teach stakeholders about them and find real uses in production.
  • Took it to soft launch. As the game moved from production into live service, I transitioned my responsibilities to the team that would carry it forward.

Results

As of October 2026

  • 4.8 stars from about 17,000 ratings on the App Store and 4.5 stars from about 40,000 reviews on Google Play, with 1M+ downloads on Google Play.
  • ScreenRant said the game “has taken dragon creation and lore to the next level,” calling it “worth checking out if not just to see these distinct and incredible designs alone” (ScreenRant).
  • Still live, with new campaigns every eight weeks or so and plans to expand into the wider Game of Thrones world (PocketGamer.biz).

Art from the game

Finding the look

I commissioned and directed over 20 style explorations from outsource partners and individual artists. Many points of view were represented. Ultimately the fans spoke. When we asked their opinion, they clearly preferred the most realistic of them. We achieved a look that feels consistent and coherent, a somewhat stylized realism that works within the constraints of the platform and gives the world the room it needs to grow over time.

In-game Vhagar, with green scales and red wings, rearing over a castle wall
Final in-game look: Vhagar© Warner Bros. Games / HBO

Dragons

Dragon design came in stages. With no early word from the show on its dragons, we focused first on the game’s overall look. Once the show’s publicity revealed how varied they would be, the dragon work began in earnest.

Painted splash screen of two dragons with riders flying over an army battle, with a castle on a hill behind
Splash screen: two dragonriders over a battle and a castleArt: Garret AJ
Painted head study of an orange and bronze horned dragon in profile
Dragon style treatment: head study of a bronze horned dragonArt: Garret AJ
Painted head study of Arrax, a pale white dragon, snarling with its mouth open
Dragon style treatment: ArraxArt: Garret AJ
Three numbered variants of the red dragon Caraxes, painted side by side to compare head and neck shapes
Dragon style treatment: three Caraxes variantsArt: Garret AJ
Painted dragon portraits laid out on parchment with their names, including Solstryker, Vhagar, Shadowsong and Daemoros
Dragon roster portraits on parchment© Warner Bros. Games. Frame from the official Designing Dragons dev diary
Scaled dragon egg resting in a glowing brazier inside the Dragon Pit
A dragon egg in a brazier in the Dragon Pit© Warner Bros. Games
The dragon Kalspire in a blue-lit cave, with the title Kalspire, The Radiant Conqueror
Kalspire, the Radiant Conqueror, in a blue cave© Warner Bros. Games

Characters

Process sheet for Angar the dragon keeper, from research photos and line sketches to a color concept, a 3D render and a painted-over 3D render
Character process for Angar the dragon keeper: research, ideation, final sketch, concept, 3D render and 2D paintoverArt: Garret AJ
Character sheet of Angar the dragon keeper in four expressions and poses
Angar the dragon keeper: expression sheetArt: Garret AJ
Character sheet of Larys Strong in four expressions and poses
Larys Strong: expression sheetArt: Garret AJ

World and UI

Aerial view of the walled city of King’s Landing beside the sea on the in-game strategy map
King’s Landing on the strategy map© Warner Bros. Games
Hatchery screen with a dragon perched behind the Hatchery’s Reserves chest and its open buttons
Hatchery screen: the Reserves chest© Warner Bros. Games
Throne Room personalization screen with a grid of character portraits beside a full-length silver-haired character
Throne Room: player profile and portrait pickerUI: Meaghan Glynn

Official site: gotdragonfire.com. Background images: Game of Thrones: Dragonfire key art and official trailer and dev diary frames © Warner Bros. Games / HBO.