Content

I'll pitch in whenever and wherever I can and where it's needed most: concepts, weapons, characters, environments, animation, UI,  level layouts, lighting, art propagation and marketing art. Being hands-on and experienced in multiple areas of content creation has been incredibly valuable when leading an art team. 


I jumped back into making characters and some of the weapons for Betrayer. I also helped out with UI elements, marketing art and the website. 

I jumped back into making characters and some of the weapons for Betrayer. I also helped out with UI elements, marketing art and the website. 

 
Project Raptor is a VR project that took place inside of a series of magical dioramas. I designed and worked on multiple characters, UI elements and some of the environment props. 

Project Raptor is a VR project that took place inside of a series of magical dioramas. I designed and worked on multiple characters, UI elements and some of the environment props. 

 
I helped to create signage and graffiti for Gotham City Impostors and created cards that are unlocked through gameplay achievements and I also helped explore ideas for the UI .

I helped to create signage and graffiti for Gotham City Impostors and created cards that are unlocked through gameplay achievements and I also helped explore ideas for the UI .

 
Concepts, UI and helped with additional textures and propagation of spaces. 

Concepts, UI and helped with additional textures and propagation of spaces. 

 
Echo was a code name for a project that was put on hold to help FEAR2 ship. It was later rebooted as Project Zulu but didn't get past the pre-production phase and was never greenlit. During the concept phase I helped with character concepts, blocked…

Echo was a code name for a project that was put on hold to help FEAR2 ship. It was later rebooted as Project Zulu but didn't get past the pre-production phase and was never greenlit. During the concept phase I helped with character concepts, blocked out environments and proxy buildings for composition and to help determine the scale/payable area. 

 
In addition to being the Art Director for NOLF2, I modeled and textured 8 characters. I modeled/textured  the player arms, designed implemented the art for the UI (menu, HUD splash screens) ...and created a multiplayer level!  

In addition to being the Art Director for NOLF2, I modeled and textured 8 characters. I modeled/textured  the player arms, designed implemented the art for the UI (menu, HUD splash screens) ...and created a multiplayer level!  

I had to come up with something for the opening credit sequence just weeks from shipping. Simple solution, with inspiration from the great Saul Bass.