Work
About
Pai Cherng is an illustrator / designer who creates artwork for production, print, advertising, galleries and comics. Their artistic philosophy is centered around achieving maximum integrity and problem-solving so that a project could be presented in the best possible way. In their spare time, Pai likes to curl up somewhere with reading material or a video game.Resume & References available upon request.
SKILLS
• UI Art
• Wireframing / User-flows
• 2D Illustration / Asset creation
• Graphic Design
• Product / Merch Design
• HTML/CSS/Javascript
• Git
• Organization skills
• Team Communication
• Time Management
LANGUAGES
• English: Fluent (Bilingual)
• Mandarin: Fluent (Bilingual)
• Cantonese: Conversational
• French: Beginner
CONTACT ME!
SELECT A PROJECT
MASS EFFECT GUI RETROFIT
When Mass Effect Legendary Edition (MELE) released in 2021, I noticed the GUI of the original Mass Effect didn’t receive a complete overhaul. As a longtime fan of the trilogy, I undertook this personal project to reimagine ME1's Inventory UI—drawing inspiration from ME2 and ME3, along with the subtle UI elements that were newly added in the MELE edition itself.This gallery showcases:
• Side-by-side comparisons of the original UI vs. my redesigns (PC & console).
• Localization proofs for German & French, (Pro Tip: if German fits, most languages will!).
• Accessibility proofs including 3 color-blind tests for better inclusivity.
ELEMENT ICON ITERATIONS
A personal challenge:
Reimagining four classic elements (Wind, Water, Electric, Fire) across wildly distinct visual styles. I had a fun time pushing myself to come up with completely different ways to stylize each element while still maintaining readability.
• Horror – Jagged and eerie, pure survival-mode.
• Fantasy – Silhouettes inspired by contemporary mobile live-service RPGs.
• Playful – Bold, cartoon-inspired shapes, maybeee with a dash of tabletop energy.
• Pixel – Classic retro charm (because why not?).

"Snow Girls" Visual Novel GUI
Joined a winter game jam to polish this cozy meet-cute between two snowy girls. With the story and character art drafted, my contributions included:• Designed all GUI – Menus, dialogue boxes, and exit prompts tailored to the two protagonists’ modern-yet-cute vibes.
• Drew 2 chibi styled event CGs – More CGs = more cute, more good.
• Proofread + edited the script + playtesting – Made sure UI text and narrative flowed seamlessly.
Almanach: Of Empires and Sorcery

Some of my work with indie studio Foretold Entertainment on their 4X strategy (eXplore, eXploit, eXpand, eXterminate) game Almanach: Of Empires and Sorcery. As the first artist on the project, I helped establish the initial art direction, created concept art, and contributed to the game’s title screen and Key Art. This project page showcases the contributions that I'm currently allowed to share! :)Some Details on my Art Contributions:
• Key Title Art Paint Over – Painted the center figure (in all her 6-armed glory) and starry background of the Key Art image. Includes some minor color balancing edits etc.
• Key Map Art – Worked closely with the team to develop the visual identity for the game. The visual style needed to be simultaneously easy to read, pleasing to the eye and feasible for a small team.
• Unit Portraits & Concepts – Contributed unit and enemy concepts as well as 2 of the portraits used in the 1st Demo.
• Event Illustrations – Created illustrations for the first in-game event.


Other Contributions:
• Visual Research – Apart from keeping a tab on current and new games in the 4X genre, I helped curate and organize a visual reference library for the team.
• Playtesting – Honestly, I'm rather new to the 4X genre, but that made me a great play-tester with early demo builds.
Illustrations
A selection of Illustrations showcasing a breadth of styles & subjects - a mix of personal & professional projects.FYI: I hoard WIP screenshots like a dragon with treasure—feel free to ask me for process on any of the following pieces!
Life Drawing
(Proof I still remember how arms and paintbrushes work.)
Emergence TTRPG Module Promo
My debut After Effects project became an unexpected collaboration—this began as a class assignment (finding a real-world brand/project to act as the "client", I decided to look at Kickstarter campaigns) and evolved into a developer-endorsed passion project. Much thanks to Carson Brown of SSTO.PRESS and Brandon Yu!My Contributions:
• Script & Storyboarding – Developed the video’s narrative structure and horror pacing.
• Asset Creation – Illustrated all non-licensed elements (Procreate → Photoshop).
• Animation & FX – Created all motion work in After Effects.
• Sound Design – Edited & mixed SFX/music in Premiere Pro for atmospheric tension.
Video Content Warnings: Gore, body horror, minor eye jump-scare, implied forced medical experimentation.
Asset Attribution:
• Original Assets: Hand-drawn by me (characters, backgrounds).
• Key Art & Additional Assets: Used with permission from Carson Brown AKA SSTO.PRESS, Brandon Yu & their collaborating artists.
Additional Credits:
• Voice Over (00:28–0:38) by Robert Liam Ryan
• SFX/Music: Pixabay
• Stock Img/Video: Unsplash, Videezy
• Additional Glitch assets: The Good Edit Club
Graphic DESIGN
A small collection of past Graphic Design projects. A couple of book covers, a music festival poster and a handful of graphic T-shirt designs that I got printed (well, just the shark and owl ones)! 🦈🦉
Product Design
Here's a small showcase of my product design work while working at Hasbro's downstream offices in Hong Kong. 🤖🎁🦄FYI: Everything I've shared here are for products that made it to shelves (and to kids who I hope enjoyed playing with these toys!). Feel free to ask me about my time and experience at Hasbro, but please note that there's stuff I can't share for projects that unfortunately never made it to market.



















































































