Artist. Designer. Engineer. I love creating amazing 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 worlds. I'm looking for a role where I can work alongside a team that's excited about delighting players with fun, hand-crafted games.

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.

Rumble Thanksgiving
  • Developed the Inventory system that brings players into the Warcraft fantasy while also communicating many layers of states and options.

Rumble Inventory
  • 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.

Rumble FTUE Rumble PvP
  • 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.

Rumble Thaurissan

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.

SoM Banner
  • 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.

SoM WorldMap SoM BossFight
  • Using Blender and Photoshop, I modeled and rendered many pieces of artwork to help advertise the fantasy of Spires of Morosith.

SoM Banner

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.

Chimera Icons Large
Chimera Icons Contact Sheet
  • 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.

Design System - Library
  • Leveraged Blender shader and rendering skills to rapidly create a unique icon stylization from existing 3d assets.

Chimera Workshop
  • Iterated visualizations of data, seeking a display that can help players better understand the cause and effect of their purchasing actions.

Chimera Warehouse

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.

FRA KeyArt
  • Responsible for creating concept art and refining the 3D models for all of the Fieldrunners 2 Towers.

FR2 Towers Concept FR2 Tower Polish
  • Created an intuitive interface that allowed players to control many units and abilities in the mobile RTS, Fieldrunners: Attack!

FRA Combat HUD
  • Built a loading sequence that doubled as a reminder of player rank and as showcase for the game's theming.

FRA Loading
  • 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.

FRA Character Upgrades FRA Dailies
  • Collaborated with the marketing team to generate high quality, first-impression assets for Fieldrunners: Attack!

FRA Marketing
Prototypes Link


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