I collaborated with Art Director Adam Milicevic to recreate iconic environments for Resident Evil Biohazard: The Extreme, delivering a hyper-authentic, immersive attraction inspired by the franchiseโ€™s most haunting locations.

Year
2019

Client
UNIVERSAL STUDIOS JAPAN

"The challenge wasn't developing concept art inspired by Resident Evil. It was building it at full scale, in a small room people could actually walk through."

Universal Studios Japan โ€” Case Study

// Selected Work

Resident Evil Biohazard: The Extreme

CLIENT  Universal Studios Japan ROLE  Sr Concept Artist YEAR  2019
Physical attraction ยท real-world build

The Challenge

This wasn’t a one-off. Biohazard: The Extreme was a returning event for Universal Studios Japan, which meant every edition had to feel like a brand-new nightmare while staying unmistakably Resident Evil. The job was to take spaces returning fans already knew and make them feel like somewhere they’d never been, without ever drifting from the world of the Resident Evil 2 Remake. Working alongside Art Director Adam Milicevic and the Universal team, I built straight from Capcom’s latest artwork so every piece carried the same fidelity as the game.

Designing for a Live Space

A screen forgives a lot that a real room does not. Translating each environment meant designing around the actual footprint we had to work with, the path guests would walk, and exactly where light had to fall to land the effect the game pulls off on camera. Nothing was ever just “make it look cool.” Every piece had to hold up with a person standing inside it.

The RPD Entrance

The piece I’m proudest of is the entrance to the Raccoon City Police Department, one of the most recognizable thresholds in the series. I sculpted it and built every element to scale, so when the team moved to 3D-print it at life size, the geometry was already correct and the build went smoothly. Getting an icon like the RPD entrance right, and delivering a concept solid enough for the construction crew to match it exactly, is not something I take lightly.

Holding the Fidelity

Capcom supplied reference for specific areas, and the bar was simple: honor it completely. My obsession was immersion and fear, making sure every surface carried the dread of the games and that any fan stepping inside would know exactly where they were standing.

Outcome

The attraction was a hit. Universal’s promo videos leaned on the very atmosphere the concepts set, bringing Raccoon City to life for the guests who stepped inside.