ROLE: Lead Engine Artist

OVERVIEW: For 9 months, I was the sole artist on the Barbie Vlogger series. I created 23 episodes during my time on this project. My responsibilities included the modeling of environment assets, props, and characters, shaders, lighting, particle effects, animation ingestion and implementation, rendering, etc. All episodes were started and completed within a 5 day work week to meet Mattel’s fast-paced deadlines.
*Counter Punch studios responsible for the Motion Capture data.

ROLE: Lead FX and Simulation Artist

OVERVIEW: In charge of creating all particle effects for real-time use in the Snowdrop game engine. Additionally responsible for destruction simulation.

ROLE: FX Artist, Engine Artist

OVERVIEW: Worked with a small team of Engine artists and animators to create this trailer for the launch of Borderlands 3. Particle Effect creation and implementation. Other responsibilities included lighting, animation implementation, rendering, and technical support.

*Partnered with Gearbox and 2k.

ROLE: Lead FX Artist

OVERVIEW: Responsible for all ‘Chosen’ character particle effects seen in War of The Chosen DLC trailer and in the cinematic cut-scenes seen in-game.

*Partnered with 2k and Firaxis games

ROLE: Lead FX Artist, Engine Artist

OVERVIEW: Responsible for creating particle effects need for trailer, as well as aiding in set dressing, lighting, and shader creation. Additionally responsible for creating a custom hand painted texture for hero lead, Ruckus.

ROLE: FX Artist, Engine Artist

OVERVIEW: Worked with a small team of Engine artists and animators to create this trailer for E3. Particle Effect creation and implementation. Other responsibilities included lighting, animation implementation, rendering, and technical support.


*Partnered with Gearbox and 2k.

ROLE: Unreal Engine pitchvis artist

OVERVIEW: Created pitchvis for Mouseguard with a small team of engine artists and animators.

*Partnered with Fox VFX Labs for assets.