Starting professionally in 2011 as an environment artist with many interests, I have had the opportunity to work on quite a few projects and grow into a super wide skillset! I am proud of what I have been able to achieve over the years and continue to be excited to make cool games nobody has ever seen before!

Mix Universe - In Early Access (Zuko Media)

Solo Developer for over 5 years in my free time while working at Terrible Posture Games. More info can be found here! Mix Universe is a musical sandbox game that started simply from wanting to find a way to merge my love for making games, art, and music in one place. I think I have finally figured out a way to do that!

Invincible Presents: Atom Eve (Terrible Posture)

Technical Director - Responsible for spinning up workflow, tools, and core systems with a team of programmers and technical artists.

Using foundational tech from our playable sit-com “3 out of 10”, we were able to quickly add on the needed features for a visual novel while maintaining a crucial always-in-editor workflow. The writers and animators all used unreal tools to develop the game’s flow, visuals, and logic. 2D artists would still rely on These systems largely were developed and realized by myself but then transferred over to the team at large in order to expand and make them better!

Mothergunship: Forge (Terrible Posture)

Technical Director - Responsible for spinning up workflow, tools, and core systems with a team of programmers and technical artists.

I would also jump in to help with shaders, lighting, and visual style support since the game used optimized versions of mod-kits I made for the original mothergunship. In particular, this project
was a bit more challenging to optimize for the Meta Quest 2. I created a custom Batched FX System on top of Niagara that we used for all of our bullets, enemy hats, and glows.

3 out of 10: Season 1 and 2 (Terrible Posture)

Technical Director / Artist - Responsible for spinning up workflow, tools, environment visual style, shaders, lighting, and core systems with a small team of technical artists and one programmer.

This game was incredibly fun to work on and came with so many technical challenges. An entire animation pipeline was built from the ground up around sequencer BEFORE control rig. This allowed us to animate everything in-engine and see the results right away. Even gameplay animations were authored this way without having to bake them down to animation assets. It is actually insane… we have also built multiple demos and multiple games off of the core tech, which to me says a lot about our ability to make stuff that can last a long time without a ton of technical debt. For the animation system, I developed a plugin that was released for free called the Custom Manipulator Plugin.

MOTHERGUNSHIP (Terrible Posture)

Environment & Technical Artist responsible for creating almost every mod-kit used for the levels along with deploying tools to help designers make levels faster. Various other gameplay elements and tools as well illustrated quickly in the video below.

Cool Projects (Army Game Studio)

Environment & Technical Artist on America’s Army Proving Grounds and various other Army related “Serious Game” projects that are internal use only. These vary from training applications for military soldiers to other educational type projects. It was through these many projects that I was able to truly grow into the Technical Artist I am today.

Project Copernicus (38 Studios)

Environment Artist responsible for creating environment assets, landscape painting, and optimization of 1000’s of in-game assets. Unfortunately, this game was never released.

The Machine (Zuko Media)

This was an environment I worked on as a way to keep my skills up to snuff in UDK. Took over 9 months of free time to create and you can look back at the progress here.

Student Reel

I like keeping this here, because I think this demo reel was basically how I got so much attention after school and was able to get into the industry so fast ( Plus a bit of luck )