Luiz F. Leite

Luiz F. Leite

Luiz F. Leite

ART DIRECTION.

ART DIRECTION.

ART DIRECTION.

Campaigns, products, and places.

Campaigns, products, and places.

Campaigns, products, and places.

01

01

01

CASE STUDY 01

AREA15 Immersive Entertainment District

AREA15 Immersive Entertainment District

AREA15 Immersive Entertainment District

Immersive entertainment / key art / campaign

Immersive entertainment / key art / campaign

Immersive entertainment / key art / campaign

CLIENT

AREA15

ROLE

Creative Consultant, Art Director

SCOPE

Key Art · Experiential Artwork · Merchandise · Motion

LOCATION

Las Vegas, USA

AREA15 runs a high-volume event machine inside a large immersive district. The job was to keep one visual language intact across event key art, environmental work, and merchandise.

THE BRIEF

Keep AREA15 readable at district scale: one visual language for 500+ ticketed events, plus site-specific work in District 2 and the main thoroughfares.

I

Unified Visual Framework

A visual language applied across scales — from large murals to small digital assets — preserving AREA15’s immersive, artistic, exploratory voice.

II

Event Key Art & Identity

Bespoke key art systems for 500+ annual ticketed events and private bookings, tailored to each narrative while staying cohesive with the AREA15 brand.

III

Environmental Murals & Installations

Site-specific artworks integrated into physical spaces — including District 2 and the main thoroughfares — to guide guests and amplify the environment.

IMPACT

Gave production and marketing a single key-art system so event campaigns and environmental pieces could ship in parallel without splitting the brand.

02

CASE STUDY 02

DC Entertainment

Social campaign / key art / motion

CLIENT

DC Entertainment / Digital Media Management

ROLE

Art Director, Design Lead

SCOPE

Social system · Motion · Key art · Event

LOCATION

Los Angeles, USA

Four years of DC social — main brand, publishing drops, Batman 80, DC Universe originals.

Clio Winner Case Study Video

Weekly Comic Drop Video

THE BRIEF

DC needed social that felt like the comics: built for superfans, still open to a casual scroll. I directed and designed the system across the main brand, publishing drops, Batman 80, and the DC Universe originals — almost every frame in this case.

I

The system

One visual language for Facebook, Twitter, and Instagram. Platform-native, not resized posters. Comic Drops for new books. Cover slideshows. Stories recaps into Action Comics #1000. Threads and brackets when the platform asked for a vote, not a still.

II

Batman 80

Year-long anniversary as a designed sequence: Detective Comics #1000 trailer language, Batman Day coverage, Bat-suit bracket, symbol evolution. Same hand as the daily feed, scaled to a milestone.

III

Worlds inside the brand

Vertigo relaunch, Day of Wonder, SXSW / WonderCon, Doom Patrol and Swamp Thing for DC Universe. Inclusive calendar work (Pride and the rest) sat in the same system so the feed did not split into “fan” and “corporate.”

IMPACT

2019 Webby Winner and People’s Voice, Social / Entertainment. 2018 engagement: +76% Facebook, +12% Twitter, +59% Instagram. Batman 80: 6B reach, 3.8M engagements, 61M impressions on the creatives.

03

CASE STUDY 03

Hitman 2

Social campaign / key art / experiential

CLIENT

Warner Bros. Interactive Entertainment / Digital Media Management

ROLE

Art Director, Design Lead

SCOPE

Social system · Key art · Motion · Experiential

LOCATION

Los Angeles, USA

Stealth launch for Hitman 2. ICA paperwork first, then a live call at PAX West.

THE BRIEF

Make a stealth launch feel like a briefing, not a trailer dump. Existing fans already knew the World of Assassination. New players had to be dropped into it. I directed and designed the social system so every asset read as ICA paperwork — surveillance, intel, preparation — and so the live activation used the same language.

I

Point of view

Fans were addressed as agents, not as an audience. Stills took the angle of security footage, dossiers, and pre-mission kits. Location cards for Miami, Mumbai, the suburbs, Colombia. Elusive-target files. Postcards with a verso. If it could not pass as a document from the Agency, it did not go out.

II

Built for the platform

Twitter polls. Facebook force-touch. 180° frames. 3D objects with intel hidden in the model — first to market on that format. The idea was not a square poster cropped three ways. Each piece used a feature only that platform had.

III

The call

31 August 2018, PAX West. A countdown simulcast on Facebook Live, Twitch, and YouTube. A number. Callers tested as potential ICA agents. The room and the feed shared one visual world so the stunt did not sit on top of the campaign.

IMPACT

2019 Clio Entertainment Bronze — Games, Experiential / Events. 2019 Communicator Award of Excellence. Call center: 13,600 calls, 1,500 texts, 3,000 answered, 68 hours on the line. The title landed among the strongest earners in a seven-game history.

04

04

04

CASE STUDY 04

MultiVersus

MultiVersus

MultiVersus

Pitch / entertainment system

Pitch / entertainment system

Pitch / entertainment system

CLIENT

Digital Media Management

ROLE

Design Lead, Art Director

SCOPE

Pitch deck · Social system · Discord cards

LOCATION

Los Angeles, USA

DMM was pitching MultiVersus as a social account. The deck had to prove a system — not a handful of key visuals — that could hold a large cast and daily output.

THE BRIEF & THE IDEA

Art-directed the pitch: visual language for social, modular templates, and a Discord card system. The standard was a working content system, not a decorated slide deck.

I

Modular Visual Language

Key visuals, motion-ready layouts, and modular templates balancing brand consistency with flexibility across characters and tones.

II

Card Collection Concept

Art-directed a collectible card system for Discord, turning MultiVersus characters into progression-based visual assets for gamification and community engagement.

IMPACT

Showed MultiVersus a cohesive social system instead of isolated assets. The deck became the internal benchmark for how DMM pitches content systems.

05

05

05

CASE STUDY 05

Metzgers

Metzgers

Metzgers

Brand and menu, Hamburg

Brand and menu, Hamburg

Brand and menu, Hamburg

CLIENT

Self-initiated · Metzgers

ROLE

Design Lead, Art Director

SCOPE

Menu · Motion · Packaging · Merchandise

LOCATION

Hamburg, Germany

First Hamburg project after the move. Spec work for Metzgers: a menu system that carries the restaurant’s craft into film, pairings, and objects.

TASK & APPROACH

Treat the menu as the brand surface — then extend it to kitchen films, pairings, and objects without turning the restaurant into a costume.

I

Menus as Storytelling

Reimagined menus as storytelling tools, connecting food, craft, and brand.

II

Behind-the-Scenes Video

QR codes link to videos showing meal preparation — the team’s care, ingredient freshness, and chefs’ skill — before the meal even begins.

III

Personalized Pairings

A ‘Seal of Harmonization’ — a chef’s favorite song or a curated wine pairing — adds a human element to the menu while driving additional sales.

IV

Merchandise & Packaging

Branded objects — apparel, cutlery, sustainable packaging — as brand extensions aligned with a premium positioning.

IMPACT

Positions the restaurant as a brand system, not a single printed menu: one language across table, phone, and object.

06

06

06

CASE STUDY 06

New York Bagel Bar

New York Bagel Bar

New York Bagel Bar

Packaging

Packaging

Packaging

CLIENT

New York Bagel Bar

ROLE

Design Lead, Art Director

SCOPE

Package · Merchandise

LOCATION

Hamburg / remote

A pack system that reads in a stack: product first, craft second, New York as a quiet mark — reusable across bag, box, and merch.

TASK & APPROACH

Build one pack language that holds at point of sale and still works when the format changes.

I

Structured Visual Hierarchy

Immediate readability in retail contexts.

II

Minimal, Expressive Palette

Kraft paper paired with bold accents for a premium feel.

III

Cultural References

Subtle nods to New York’s urban character through icons and graphic motifs.

IV

Modular, Scalable System

Flexible layouts across packaging formats, supporting limited editions and seasonal variations.

IMPACT

DesignRush Best Packaging Designs. A modular pack language that can take seasonal and merch extensions without a new identity.

07

07

07

CASE STUDY 07

Oddyssey Manor & Oddyssey New Year’s Eve

Oddyssey Manor & Oddyssey New Year’s Eve

Oddyssey Manor & Oddyssey New Year’s Eve

Key art / campaign

Key art / campaign

Key art / campaign

CLIENT

Oddyssey Manor & NYE

ROLE

Creative Consultant, Art Director

SCOPE

Key Art · Experiential Artwork · Motion

LOCATION

AREA15, Las Vegas

Two narrative environments inside AREA15: Oddyssey Manor, a cocktail theater, and Oddyssey NYE 2026. Same campus, two key-art systems.

THE TASK

Visual identity for Oddyssey Manor and Oddyssey NYE 2026: branding, key art, environmental graphics, and campaign assets.

I

Strategic Visual Worldbuilding

Myth and mystery for the Manor; a surreal ‘undersea odyssey’ for NYE — key art systems adapted across banners, social ads, posters, and wayfinding.

II

Integrated Design Execution

Visual systems extended into environmental graphics to unify the experience from arrival to activation.

III

Collaborative Creative Leadership

Worked with programmers, spatial designers, production, and marketing for seamless execution across touchpoints.

IMPACT

Two distinct narrative environments inside the AREA15 campus, with modular key art that can move from social to signage without mixing the two worlds.

A

A

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APPENDIX

Beyond Art Direction

Beyond Art Direction

Beyond Art Direction

A broad, hands-on skill set that supports concept development, rapid prototyping, and cross-disciplinary collaboration — 3D sculpting and spatial visualization, editorial and layout, social content, motion-ready design, illustration.

3D xenomorph sculpt
Don't Give Into Fear book cover
Heavy Metal editorial covers
3D mask sculptures
Joker social content

A.

A.

A.

Luiz F. Leite

ABOUT

Senior art director and designer, 23 years of international experience.

Senior art director and designer, 23 years of international experience.

Senior art director and designer, 23 years of international experience.

Working across branding, campaigns, packaging, and digital design. I direct concept-driven work for brands and agencies — from first system through final assets.

Available for staff or freelance, Hamburg / remote EU. Fluent in English, Portuguese, Spanish — currently learning German.

TOOLS

Adobe Creative Cloud

Figma

DaVinci Resolve

Blender

Nomad Sculpt

Procreate

Generative image and video

DISCIPLINES

Art Direction

Visual Identity / Brand Guidelines

Editorial Design

Packaging

UI, UX Design

Generative systems

Social Media

EXPERIENCE

2024 — 2026

AREA15

Las Vegas, USA

Creative Consultant, Art Director

2017 — 2024

Digital Media Management

Los Angeles, USA

Lead Designer, Art Director

2016 — 2016

Five By Five

Los Angeles, USA

Art Director

2011 — 2016

Sony Music Entertainment

London / New York

Art Director

2008 — 2011

Volkswagen

São Paulo, Brazil

Art Director

2002 — Present

L’eight Company

Serving Worldwide

Art Director

EDUCATION

2015 — 2017

UCLA

Los Angeles, USA

Entertainment Studies

2002 — 2005

Universidade Santa Cecília

São Paulo, Brazil

Advertising and Marketing

RECOGNITION

2025

DesignRush Design Awards

Silver, Package Category

2022

Clio Entertainment

Gold

2019

Clio Entertainment

Bronze

2019

Communicator Awards, Academy of Interactive & Visual Arts

Gold

2019

Webby Awards

People’s Voice Winner

2019

Webby Awards

Winner

CLIENTS

Starz
Starz
Fox
Fox
Ubisoft
Ubisoft
DC
DC
Hulu
Hulu
Disney+
Disney+
Lionsgate
Lionsgate
A+E
A+E
Volkswagen
Volkswagen
History
History

REACH OUT

Let’s talk.

Let’s talk.

Let’s talk.

© 2026 Luiz F. Leite

Hamburg, Germany