Age of Empires 4

Real Time Strategy Game

As Senior Concept Artist, I was responsible for designing the visual ground work and tone of this long awaited sequel to this cherished and legendary real time strategy game. Collaborating with creative and studio leadership, game design, character and environment artists, I helped to create every visual aspect of the game. I guided the team from ideation using rough exploration sketches to final production via paintovers. From the highest level thematic idea, to the lowest micro detail., I worked closely with a variety of team members to ensure the game was stunning to look at, but also playable and fun.

Civilization Development

Unit Design In Storytelling

Early considerations and ideations for the classic set of units for Age of Empires civilizations involved ideating what sort of new resources could be gathered to drive gameplay economics. It was important to easily identify character archetypes even though they could have different contexts, genders, even evolve across time, and also similar unit purposes across different civilizations.

Building Iconography and Identity

It was very important to have buildings be immediately recognizable fulfilling the expectations of any RTS player, but also include elements and details otherwise not seen before in previous RTS games. We explored various ways for buildings to share visual languages across different civilizations, but maintain their gameplay identity, and also feel immersive and historically authentic.

Architecture Across Time

Much research was done in reference to historical authenticity for what building materials, techniques, and trends appeared during 1000AD to 1500AD which was the range Age of Empires 4 was set in. Working with the Art Director and other Concept Artist, we devised a system in how buildings evolved across Ages, but also would be production efficient considering the hundreds of buildings that needed to be made to flesh out each civilization.

Naval Design

Ship Class Design

Between Game Design and Art, we ideated on what the different classes of ships would be; what was new, and what Player expectations were from past Age of Empire games. I researched the different types of vessels were used by different civilizations during the 1000 to 1500AD time period, and worked with 3D artists to determine what would be identifiable at gameplay camera distance, but would also be authentic to the time period.

Gameplay Experience on Sea and Land

Early ideation involved Naval ships truly interacting with coastal establishments, and different types of water; ocean, river, crossings, etc. I also explored how coastal architecture would function and naturally merge with land, scale of ships vs characters, and how civilizations would interact with those ships all in the name of immersion and authenticity considering how important naval technology played in this point of history.

Ship Production

Researching not only the variety of Ship classes across the different civilizations and their roles in each culture myself, but I collaborated with the 3D Art Team to portray simplified ship rigging so it could be efficiently built, feel authentic to how ships actually function, but also would serve to be each ship’s iconic identity. Different sail shapes, materials, and mast configurations were all taken into account from each class and different cultures.


“When I joined Relic in early Spring of 2017 it didn't take long for me to recognise that Stu is more than just a concept artist. Due to the immense scale of "Age of Empires:IV" it was apparent that we all had to wear many hats and Stu was no exception. Between his encyclopedic knowledge of all things anime and art related, his sincere passion for games, to his ability to lead the concept group by wrangling visual narrative development for characters, maintaining consistent high quality environmental production concepts for internal and external development, and working with design to streamline environments spearheading look development for Relic's new projects. If you're looking for a resourceful senior concept artist who's a warehouse of experience and skills, used to wearing many hats and has the talent to execute on a broad range of styles and genres, look no further than Stuart Ng!”

Zach Schläppi

Studio Art Director @ Demiurge Studios | Visual Development
(Worked together at Relic Entertainment)


“I worked with Stuart during the production stage of Age of Empires IV. He produced much of the pre-production and production concept art for the variety of civilizations in the game, such as the: English, French, Holy Roman Empire, Mongols, Chinese, and Sultanate which ultimately helped establish the art direction. For the internal and external art teams, he created production level concept art which met the technical art requirements, as well as the established art direction allowing the project to flow smoothly. Stuart worked well with leadership, but also proactively helped to fill any gaps with art direction. Any studio would be lucky to have an individual like Stuart in this role on their production team.”

Michael Faulkner

Art Director, 3D Generalist/Environment Artist, External Development Art Manager
(Worked together at Relic Entertainment)