I am a multidisciplinary game developer who bridges art, design, and programming. I love creating memorable player experiences, like the first epic Warcraft mobile game, the solo-developed Spires of Morosith, and the chart-topping Fieldrunners franchise! I thrive at the intersection of creativity and problem-solving, helping teams align around a vision and turning ideas into polished experiences. I'm looking for a team that cares deeply about making fun, hand-crafted games and delighting players.

Warcraft Rumble, Blizzard Entertainment

Senior UI Artist & UI Designer, 2017-2024
  • Translated complex, information-dense systems into elegant, character-rich, and intuitive user interfaces that bring players into the game’s fantasy.
  • Collaborated with game designers and UI designers to prototype a wide range of ideas, pushing the visual and experiential boundaries of the project to surprise and delight players.
  • Helped establish efficient workflows, processes, and best practices for UI art production that facilitated team member onboarding and accommodating milestone deliverables.
  • Analyzed user research, team feedback, and project goals to iterate and refine the player experience.
  • Worked with UI/UX designers, UI artists, and technical artists to identify opportunities to improve existing UI and proactively raise visual quality and usability.
  • Implemented UI art directly in the game engine and worked with programmers and technical artists to ensure assets were performant, scalable, and production-ready.

Rumble Thanksgiving
Rumble Inventory
Rumble FTUE Rumble PvP
Rumble Thaurissan

Spires of Morosith: Gossamer Sundered, Dead Yeti Clown Car

Solo Creator, 2023-2025
  • Established and pursued a clear creative and gameplay vision from initial concept through a fully realized, shipped game.
  • Translated broad design goals into concrete systems, prototypes, and missions, using playable builds to test assumptions and establish direction.
  • Sought feedback throughout development, identifying underlying player and design problems and developing solutions that preserved the game's core vision rather than simply responding to individual critiques.
  • Established design hypotheses and "stakes in the ground" to create against and test, while remaining willing to revise or abandon ideas when playtesting and iteration revealed better solutions.
  • Designed and built gameplay systems, combat, challenges, puzzles, and mission structures while balancing player experience, technical constraints, and the overall creative direction.
  • Established art direction and production workflows across characters, environments, props, VFX, and UI to maintain a cohesive visual identity.
  • Identified technical risks and performance bottlenecks and developed practical solutions while maintaining a scalable, maintainable codebase.

SoM Banner
SoM WorldMap SoM BossFight
SoM Banner

Chimera C.U.S.T.O.M. XG, Volok Games

UI/UX Designer, UI Artist, UI Programmer, 2026
  • Established the visual design system to ensure a consistent player experience from concept through final, game-ready implementation.
  • Elevated the game's presentation through 50+ ability and weapon icons, character illustrations, and motion graphics that celebrate its comedic, arcade-like art style.
  • Developed visual explorations, high-fidelity comps, prototypes, and style guides to communicate design intent and align stakeholders and developers.
  • Led the technical vision and implementation for user interface systems across the game experience.
  • Architected scalable, performant, and extensible UI frameworks and workflows that enabled rapid iteration and consistent quality across the game.

Chimera Icons Large
Chimera Icons Contact Sheet
Design System - Library
Chimera Workshop
Chimera Warehouse

Fieldrunners 2, Fieldrunners Attack!, Subatomic Studios

Artist & Designer, 2010-2017
  • Translated references and narrative directions into compelling, grounded visuals that supported gameplay needs and the game designer’s intentions.
  • Provided leadership and organization for artist tools, workflows, and production processes to align in-house and outsource artists.
  • Concepted character, tower, and environment designs that supported gameplay goals and accommodated the limitations of the mobile platform at the time.
  • Prototyped, designed and implemented mobile interfaces that empowered players and celebrated accomplishments.
  • Collaborated with marketing and art leadership to develop and deliver assets to increase player adoption and awareness.

FRA KeyArt
FR2 Towers Concept FR2 Tower Polish
FRA Combat HUD
FRA Loading
FRA Character Upgrades FRA Dailies
FRA Marketing
Prototypes Link


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