Incredible Stories ยท Illustrated Genre Fiction
Dungeon Raid
A fantasy adventure that needed more than a hero image. The party had to feel distinct, the world had to feel dangerous, and the rogue had to carry the story's final turn.
The Publishing Idea
Like Wolf Hunt, this project was created in partnership with Joe Ward at Goliath Coins for the growing Incredible Stories line: comic-sized illustrated fiction with one foot in old pulp storytelling and the other in modern short-form genre narrative.
- Client
- Goliath Coins / Joe Ward
- Series
- Incredible Stories
- Role
- Illustrator / Visual Narrative Designer
- Contribution
- Cover art, alternate cover art, character design, interior illustration, story analysis
- Format
- Comic-sized illustrated fantasy fiction
- Focus
- Distinct party identity, story beats, and character-led tension
The Assignment
Make the party feel like people, not classes.
The main difference between Dungeon Raid and the other Incredible Stories pieces was the cast. This was not a single-protagonist scenario. The adventuring party needed to read as a group while still giving each member a distinct personality and a believable role inside the story.
Character Focus
The rogue had to carry the climax.
The rogue in particular needed more deliberate character thinking than the others. He had to carry the climax and the denouement of the story, so his design and staging had to feel sharp enough to hold attention when the narrative tightened around him.
Cover Direction
Two covers, two readings of the story.
I created an alternate cover centered on the paladin as well as the main cover featuring the wizard blasting his foes with a fireball spell. The wizard cover was the clear winner for action and immediate impact. The paladin version, however, made a different argument: the heroes were outmatched, and survival was not guaranteed.
Building the Storyworld
Interior images deepen the world around the quest.
Once the party was established, the supporting illustrations expanded the story's range: ritual moments, creature encounters, emotional aftermath, and threats that felt stranger than a simple sword fight. The goal was not to illustrate everything. It was to illustrate the moments that gave the book its specific flavor.




The Result
A compact fantasy story with real character weight.
Dungeon Raid gained more than a set of illustrations. It gained a party the reader could tell apart, a visual rhythm that moved between spectacle and tension, and a stronger emotional payoff because the characters had been given room to become themselves.
Adventure works best when the reader remembers who had to survive it.

Every idea leads somewhere.


