dukehart.wizards.portfolio.2025

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christopherkentdukehart|designer+ creative

208 NE 44th ST

seattle, wa 98105

206.353.4593

dukehart@gmail.com

COVER LETTER

a | b | CONTACT INFO

Dear Hiring Manager,

Throughout my career as a designer and creative, I have always been driven by the power of storytelling—whether through architecture, worldbuilding, or experience design. As I pivot from architectural design into narrative leadership, I am excited about the opportunity to bring my years of creative leadership, cross-disciplinary collaboration, and project management skills to the Narrative Team Manager role at Wizards of the Coast.

For nearly two decades, I have led teams of designers, balancing creative vision with the logistical demands of large-scale projects. My experience managing multi-disciplinary teams—including creatives and designers of diverse expertise—has honed my ability to foster collaboration, guide creative processes, and ensure high-quality output. From conceptualizing immersive environments to crafting compelling narratives through spatial storytelling, I have developed a deep understanding of how to shape experiences that captivate audiences—an approach that aligns closely with the narrative development of Magic: The Gathering’s expanding multiverse.

My passion for storytelling isn’t just professional—it’s personal. I’ve been playing Magic: The Gathering consistently since The Dark was in print in 1994, and the game’s Planeswalkers have captured my imagination ever since. The way Magic has built rich, interconnected worlds over decades has been a profound infuence on how I approach narrative design and immersive experiences.

Key skills I bring to this role include:

» Creative Leadership & Team Development – I have a strong track record of mentoring designers, managing workloads, and creating inclusive, high-functioning teams.

» Worldbuilding Experience – My work has always been deeply rooted in storytelling, with experience crafting compelling, immersive experiences through environmental and experiential design.

» Cross-Disciplinary Collaboration – I excel at bridging the gap between creative and technical teams, ensuring a unifed vision across departments and stakeholders.

» Project Management – Years of leading large-scale projects have refned my ability to juggle multiple deadlines, manage external resources, and streamline workfows for maximum effciency.

I am eager to bring my passion for stroytelling, my leadership experience and my collaborative mindset to the Wizards of the Coast team. I would welcome the opportunity to discuss how my skills align with the needs of this role.

Thank you for your time and consideration—I look forward to the possibility of contributing to the future of Magic: The Gathering and Universes Beyond.

christopherkentdukehart | designer+creative

I am an ambitious creative leader seeking to bring my multidisciplinary design experience into the world of narrative development. With a lifelong passion for storytelling and worldbuilding—both professionally and as a long-time Magic: The Gathering player—I am eager to apply my leadership, collaboration, and creative management skills to shaping immersive narratives. As a father of three, I am deeply inspired by the stories we pass down and the worlds we create, not just in games but in our broader culture. I strive to foster inclusive, engaging experiences that captivate audiences and defne the future of interactive storytelling.

SKILLS PROFILE

Narrative & Worldbuilding Development – Crafting immersive stories and cohesive fctional universes.

Creative Leadership & Team Management – Leading multidisciplinary creative teams, mentoring talent, and fostering collaboration.

Storytelling & Concept Development – Translating complex ideas into compelling narratives and engaging player experiences.

Cross-Disciplinary Collaboration – Bridging the gap between writers, artists, designers, and product teams.

Project & Resource Management – verseeing workfows, balancing creative vision with deadlines, and managing external talent.

Spatial & Experience Design – Applying principles of space planning, environmental storytelling, and worldbuilding to create immersive settings.

Typography & Layout Design – Crafting compelling visual presentations and narrative documents.

Illustration & Sketching – Rapid ideation, freehand concept visualization, and worldbuilding development.

Visualization & 3D Rendering – Strong background in 3D visualization, rendering, and concept modeling for storytelling.

Digital Tools – Profcient in dobe Photoshop, InDesign, igma, Mirro, ketch p, and other creative software for concept development.

WORK EXPERIENCE

HKS > fall 2023 - winter 2025

Sr. DESIGNER > business development, master planning, architectural design and advance strategy for clients such as the eattle ntertainment xperience, eattle ounders and YMCA

B+H advance strategy > winter 2022 - fall 2023

DESIGN DIRECTOR > master planning, architectural design and advance strategy for clients such as harwood, M, google and

Degen & Degen architecture and interior design > spring 2010 - 2022

ASSOCIATE PRINCIPAL > architectural designer on dozens of hotels and multi-family projects up and down both coasts as well as in china

Weber Thompson > fall 2006 - fall 2008

P CT D I mixed-use residential projects, country s frst D platinum offce building “ the terry thomas”

Callison > winter 2005 - fall 2006

C IT CT D I array of retail oriented design projects for world leading retailers such as microsoft and nordstrom

D C TI

university of washington BA in architectural studies 2003, dean’s list thomas jefferson high school federal way, WA 1999, high honors

HONORS/ACTIVITIES

C natural talent design competition I T P C

2008 AIA commendation “terry thomas” design team member

2008 cascadia emerging green builder’s FIRST PLACE

2003 IDI best design award (furniture design) university of washington deans list (4 years) university of washington club soccer (3 years) >

>

architecturehallstudy >

> paraline detail | freehand a b c

> UW architecture hall | paraline

> light study | light on dark

inmediasres >

If you’ve ever seen a Quentin Tarantino or Guy Richie film, read Frank Miller’s Sin City or played R*’s Grand Theft Auto series you know the setting of In Medias Res! Equal parts unadulterated action, hard-boiled heists and uproarious comedic high jinx… mix thoroughly. It’s not your father’s RPG it’s a beer and pretzels RPG!!! In the thrilling and comedic milieu of an over-the-top heist flick or crime caper.

in me·di·as res [in me-di-ahs res; English in mee-dee-uh s reez, in mey-dee-ahs reys]

From the original Latin.

[literally meaning: in the middle of things or into the midst of things] taken from a passage in Horace’s Ars Poetica.

A campaign of In Medias Res should feel like a wide-open sandbox and typically play out over no more than a handful of sessions; while feeling a lot like the planning and execution stages of a heist. Or… when things have gone awry, the dubious shenanigans that such plans; without fail, seem to boil over into. It isn’t necessarily linear either and as such, is likely to play out as a series of flashbacks and montages splattered (pun intended) throughout your crew’s outrageous crime sprees with copious ret-cons along the way… by design. In Medias Res attempts to capture the tropes of film medium while at the same time being very aware it’s a tabletop game. Most of the time it will feel like a complete and utter fiasco and your crew will enjoy every minute of the mayhem.

buccaneers&bones >

campaignSetting >

Wythos - The Savage Realm

In the World of Wythos, adventure and danger await around every corner. Whether exploring the lush forests of g nia, braving the harsh deserts of erox, or delving into the mysteries of on, the heroes will encounter ancient magic, formidable foes, and the ever-present struggle for balance in a world where evolution and myth collide.

Continents and Regions

• Zōgōnia: A lush continent teeming with vibrant fora and fauna. ome to the erdant ea and the ancient Primeval orest, it is where the Dryads and orebears reside. The Titan Druid algard protects the Tree of ife ll-mother ensuring the balance of nature.

• Ferox: Known for its harsh and rugged landscapes, including the imposing Crag and the perilous Savagelands. Ferox is home to the hardy iend race and the wild ilderbeasts.

• Primos The cultural and intellectual hub, dominated by the grand Citadel and the scholarly bastion of rdent. It is a melting pot of races, including the Magi and the vogunda, and is known for its advanced runic language and technology, such as gliders and thopters.

• Uhlm desolate land characteri ed by the haunting lackfall and the arid hite astes. hlm is plagued by ghostfre and is home to the oulfre hostfre race.

• Scion land of ancient myths and evolving legends. It features the mystical pire and the enigmatic ampart. cion is where the od of torms and the od of easts are worshiped, and it holds the secrets of the ealm of the ehemoths.

• Eon mysterious continent shrouded in mist, where the enigmatic Cainen vulpine folk and li ard-folk with their brood ueens reside. The vast cavern system, known as the nnex, lies at its heart.

Notable Locations

• Bastion fortress city known for its strategic importance and formidable defenses.

• The Freelands region of relative peace and prosperity, free from the rule of major powers.

• Laketown bustling trade hub built on stilts above a vast lake, famous for its foating markets.

• Westward Isles (Enclave): A collection of islands with a strong sense of independence and a rich pirate history.

• The all: An immense, ancient structure that separates the known world from the unknown.

• Woodhaven tran uil village nestled within a dense forest, protected by ancient magics.

• Sanctuary hidden haven for those seeking refuge from the chaos of the world.

• The Veldt vast, open grassland known for its ferce boar-pelt warriors and migratory tribes.

• Flotsam ramshackle port town built from shipwrecks, teeming with pirates and sea monsters.

• Palisade: A fortifed city renowned for its impregnable walls and military prowess.

map art by other *

thefoodedworld >

Bâlagurxa (ball-a-goo-ra)- large strong orangutan like primates, intelligent but incapable of verbal communication. speak a highly complex sign based language know to the other xenian races as “nod.” nod has become widely used by freebooters and other thieves through våruna. originally land dwellers Bâlagurxa can now be found anywhere though they will usually long to ret rn to land or more specifcally t e ngle eac dayyear.

iniq (“E”-nik) - human like race with large foreheads and opalescent white eyes that see best in the dark and are otherwise very similar to humans with yellowish complexions. they have attis noses and t in often w ite air. t ey are nown for t e masterf l s ill in wor ing with ceramics (very important in varuna a largely metal-less world). less numerous than térrans iniq can be found nearly anywhere in våruna though they are know to have a slight fear of the sea but this is not always the case.

iwâdeem (i-wad-”E”-mm)- 4 armed frog/serpent like humanoids with broad faces and long forked tongues and eyes that range from slightly bulging to all out protrudig. most tend to live a semi-aquatic lifestyle and they are otherwise smaller and quicker than humans and a e fngers and toes per and foot and great mping ability. greyis green s in tone is most common but may also be dark brown or blackish with dark nearly blue hair. iwadeem are the most common of the xenian races on llâshsser and in most island heavy regions, iwâdeem however much like humans can be found nearly anywhere in våruna.

foatingcoffeetable >

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