Warcraft Rumble, Blizzard Entertainment
Artist & Designer, 2017-2024- Translated complex, information-dense systems into elegant, character-rich, and intuitive interfaces.
- Prototyped a wide range of designs, pushing visual and experiential boundaries of the project.
- Established the User Interface art style and created tactile, platform-appropriate UI for mobile.
- Authored UI/UX improvement proposals for project & feature stakeholders
- Led cross-disciplinary groups to design tools to aid workflow, and implement major game features.
- Developed the Inventory system that brings players into the Warcraft fantasy while also communicating many layers of states and options.
- Worked with external teams to bring Rumble into the Battle.net ecosystem.
- Improved game retention and monetization by helping create the endlessly replayable PvP ladder.
- Created detailed Figma prototypes that helped every discipline align and share in the vision for what we're building.
- Used Figma mock ups to illustrate the beats of a complicated reward flow in Warcraft Rumble.
Spires of Morosith: Gossamer Sundered, Dead Yeti Clown Car
Solo Developer, 2023-2025- Owned start-to-finish development of a fully featured tower-defense game.
- Began the project to learn C# and Unity; evolved it into a full commercial Steam release.
- Built and exported 3D assets using Blender, including models, animations, and environments.
- Designed and implemented gameplay systems, UI, VFX, and all supporting tools and workflows.
- Built a world map that helped capture the story of the game by showing the effects of winning missions.
- Designed boss encounters in a tower defense game that feel epic, impactful, and unique from the rest of the cast of enemies.
- Using Blender and Photoshop, I modeled and rendered many pieces of artwork to help advertise the fantasy of Spires of Morosith.
Chimera C.U.S.T.O.M. XG, Volok Games
Artist, Designer & Engineer, 2026- Defined a design system that aligned with game theme and business goals.
- Built the front-end for interactive interfaces using Unity & C#.
- Created whimsical ability icon illustrations for a sci-fi game.
- Revamped the game's existing UI design and art style.
- Prototyped in Figma, and handled complete Unity implementation (C#) of one of the Player Progression Stores.
- Established a design system to update Chimera C.U.S.T.O.M. XG's UI quickly, leveraging reuseable Figma Components and building each as Unity Prefabs.
- Leveraged Blender shader and rendering skills to rapidly create a unique icon stylization from existing 3d assets.
- Iterated visualizations of data, seeking a display that can help players better understand the cause and effect of their purchasing actions.
Fieldrunners 2, Fieldrunners Attack!, Subatomic Studios
Artist & Designer, 2010-2017- Delivered art across the full pipeline: concept, production, polish, and mobile optimization.
- Provided leadership and organization for tools, workflow improvements, and production processes.
- Modeled, textured, and animated 3D characters, props, and environments.
- Designed and implemented UI/UX for gameplay and meta-systems.
- Created marketing artwork and supported social media/community activities.
- Responsible for creating concept art and refining the 3D models for all of the Fieldrunners 2 Towers.
- Created an intuitive interface that allowed players to control many units and abilities in the mobile RTS, Fieldrunners: Attack!
- Built a loading sequence that doubled as a reminder of player rank and as showcase for the game's theming.
- Collaborated with systems designers through multiple iterations to find a fun, thematic, and intuitive Hero Upgrade system.
- Delivered post-launch features that generated an increase in player engagment and satisfaction.
- Collaborated with the marketing team to generate high quality, first-impression assets for Fieldrunners: Attack!
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