Hello! I’ve got 10+ years of experience driven by a passion for creating wonderful real-time VFX. With a track record of strong leadership skills, I love to push the visual and technical boundaries of what we can create through a highly collaborative approach across disciplines.
Shipped Titles:
Marvel’s Deadpool VR, 2025, Unreal 4 - Oculus Quest 3
Path of the Warrior, 2019, Beard Engine - Oculus Quest
- Created beautiful, stylized, and performant visual effects for real-time gameplay in VR.
- Led and mentored a team of 4 skilled internal artists, supporting their development and championing a collaborative, inclusive environment.
- Coordinated with Directors and Production to align VFX planning with milestones and timelines.
- Wrote clear and concise documentation, empowering the team to utilize VFX pipeline and tools to their full potential.
- Oversaw external collaboration (5 external artists): prepared tasks, reviewed outsourced work, and maintained high-quality standards.
- Collaborated with other disciplines to deliver impactful visuals and improve pipelines.
- Maintained a modular and performant material system for environment, character and weapon assets.
- Proactively identified, reported on, and mitigated development progress risks, ensuring issues were solved before they impacted the project timeline.
- Ensured all VFX content was optimized to be performant within demanding technical restraints of the platform.
- Elevated team morale and productivity by cultivating a positive culture through empathetic leadership and effective collaboration.
Shipped Titles:
All Hams on Deck, 2020, Unity - iOS/Android
- Crafted hand-drawn, stylized VFX while maintaining performance for a variety of mobile platforms.
- Created reusable and performant material systems for in-game assets, utilizing C# scripting for implementation.
- Created 3D models of coronary arteries by analyzing CT data. Used models and fluid simulation to assess possible blood flow in diseased regions.
- Created beautiful, stylized and realistic VFX for a PC MMO while maintaining performance targets.
- Built shaders for VFX, UI and character needs. Collaborated with engineers to improve shader tools.
- Worked closely with animation and design for VFX needs of specific classes and enemies.