For the last 15 years, I have been creating imaginative characters, icons, and production assets, for everything from small indie games, to massive online giants. I specialize in 2D concept and icon creation, and have extensive experience in ready-to-ship UI implementation.
I have a great love of high energy teams, collaborative environments, and complex design challenges. I adapt quickly to new tasks, communicate effectively across multiple disciplines, and always strive to uplift any team I work with.
I oversee the concepting, development, and implementation of all UI systems at SEMC, collaborating across multiple departments and projects (including Catalyst Black, TMNT: Splintered Fate, and the new Netflix game Rebel Moon: Blood Line). This includes visual exploration, game asset production, and in-engine UI construction.
Additionally, this also includes managing the internal UI team, and external UI outsourcers, as well as working closely with engineering to further develop our UI tools.
Creating UI, game and marketing assets, as well as assisting in the artistic direction and development of the upcoming Steam game 'Enemy On Board'
Designing characters, props, logos, and UI assets for clients such as Riot Games, PUBG, and Super Evil Mega Corp
Worked on over 40 Skins, and multiple champions for League of Legends; Collaborated extensively with the world building team on crests and logos for League of Legends factions; As well as helping to design trophies, medals, and championship rings for eSports tournaments (including the iconic World Championship ‘Summoner's Cup’).
Assisted in teaching fundamentals of 3D modeling, texturing, rigging and animation, through critiques, demos, and mentorship.
(While pursuing a Masters in Computer Science)
Assisted in teaching fundamentals of anatomy, form, and gesture through critiques, demos, and mentorship.
(While pursuing a Bachelors in Digital Media)
Developed character concept art in collaboration with Oscar winning Effects Designer, Tom Woodruff Jr.
Created art and orthographics for in-game characters, as well as modeling and texturing characters, and game assets
Modeled and textured 3D assets for an immersive tactical simulator for the Department of Homeland Security