I'm a deeply passionate and level-headed lead artist, material and texture expert, and video game lover. I thrive when I work on ambitious projects in a dynamic production setting with a friendly, focused, and dedicated team. I'm committed to mentorship, skills growth, and supporting those around me. I’m passionate about game development, where I can apply my artistic expertise and technical problem-solving to teams driven by innovation, collaboration, and visual storytelling. I believe in working hard to shape a cohesive vision as enthusiastic game developers under the mentality of "project first, people always".
Let’s build something extraordinary together!
Released AA & AAA+ Games:
Fortnite [UE5] (2025+)
Tony Hawk's™ Pro Skater™ 3 + 4 [UE4] (2025)
Fortnite [UE4/UE5] (2019-2023)
Tony Hawk's™ Pro Skater™ 5 [UE3] (2015)
Tony Hawk's™ Pro Skater™ HD + DLC [UE3] (2012)
Released Mobile Titles:
World Robot Boxing 2 [Unity] (IOS, Android) 2020
Drone Shadow Strike 3 [Unity] (IOS, Android) 2019
Into the Badlands - Champions [Unity] (IOS, Android) 2019
WWE Mayhem [Unity] (IOS, Android) 2017
Into the Badlands - Blade Battle [Unity] (IOS, Android) 2017
Snowfall [Unity] (IOS, Android) 2016
Skateboard Slam [Unity] (IOS, Android) 2013
The Hunger Games: Catching Fire - Panem Run [Unity] (IOS, Android) 2013
The Beasties: Hello World [Unity] (IOS, Android) 2013
Unreleased:
Fighting demo [UE5] (PC) 2025
Cinematic Adventure demo [UE5] (Gen 8, PC) 2023
Canceled FPS Horror game [UE4] (VR) 2016
Skating/Photography demo [UE4] (VR) 2016
Arcade Racing game demo [Unity] (Gen7, PC) 2014
Skating prototype [Unity] (PC) 2013
Kids Point & Click prototype [Unity] (Mobile) 2011
Space RTS prototype [Unity] (PC) 2011
-Led, managed, and contributed with the season TA team on CH6MS2. Work included on map & gameplay items: world/fx materials and shaders, gameplay cosmetics, narrative elements, MMOs, POIs, and large set-piece items utilizing material functions, PCG, BPs, data layers, and calendar events.
-Led, managed, and contributed with internal, external, and partner TA teams on UEFN projects. Including: material functionality, lighting asset creation, map and gameplay team support, optimization, platform parity, HLOD support, workflow issue resolution, and bug fixing across 12 maps.
-Led and managed the TA team on OG seasons. We worked closely with our co-dev partners at Epic Games on map iteration & events, including world/fx materials and shaders, lighting support, gameplay cosmetics, narrative elements, sequence maintenance, POIs, and large set-piece items that utilize material functions, PCG, BPs, data layers, and calendar events.
-Designed, implemented, and maintained shaders, materials, material functions, material instances, textures, meshes, and blueprints, ranging in disciplines (environments, characters, objects, interactables, gameplay moments, etc), in UE5.
-Realtime promotional lighting and rendering for hard surface and environment assets
-Asset optimization for multiple platforms - (PC, PS5, XBX) (Switch2, PS4, XBONE) (Perf PC, Switch) (IOS, Android).
-Managed, mentored, and supported the Tech-Art and Lighting team. Team-building meetings and 1-on-1s; setting team and individual goals, task tracking, and providing a space for agency and accountability for individual and team tasking.
-Teamed with production and team leads on scheduling, task management, hiring/recruiting, and coordination on needed tasks.
-Pipeline, workflow, and technical specification documentation for Technical artists & Lighting artists. Including: mode onboarding, best practices, functionality, workflow, and testing documentation for other teams on new material & BP setup.
-Pipeline, workflow, best practices, guidelines, project specification, game production, performance/optimization, team/project onboarding, and technical specification documentation for multiple disciplines (Character, Environments, Hard surface, Technical art, Texture, Material, Lighting).
-Collaborated with production and team leads on scheduling, task management, hiring/recruiting, bug triage, summer internship program, coordination on projects, and art department needs.
-Provided feedback on the artistic look, feel, and visual quality of art assets to reinforce art department and project quality standards. Provided paint-overs, image and video references, Miro board aggregation, and cross-discipline/department communication for clear and concise action items.
-Instituted weekly TA/VFX staff meetings, bi-monthly env art learning sessions, weekly art lead team meetings to resolve cross-team needs and emergent issues, monthly 1:1 art lead syncs with over 35 project ICs, direct manager to 11 art team members across multiple disciplines, weekly checkpoints with direct reports, and provided clear career growth for technical, VFX, and lighting artists.
-Designed, implemented, and maintained shaders, materials, material functions, material instances, textures, curves, MPCs, and TA/Lighting blueprints in UE4/UE5 for all art disciplines.
-Asset, material, scene, and lighting optimizations for Gen 7, 8, & 9 platforms.
-Created and maintained editor utility widgets that visualize PBR material attributes, validation, and PBR lighting within Unreal to streamline the polish and optimization work.