Technical Artist with a wide breadth of experience in game development and spatial design. Focused on developing systems and tools to bridge the gaps between software/users, art/engineering, and design/data.

Titanfall: Assault

iOS, Android
Unity

Card collecting/battling competitive RTS game set in the Titanfall universe.

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  • Built and coded most UI elements, menus, and cards.
  • Designed UX and menu flow around server communication to hide loading data, refresh specific elements using events, and validate user actions.
  • Created a dynamic window system that auto-sized to fit content, had options such as tabs and headers, and triggered overridable events, all while using a single source of art and animation.
  • Built the deck management menu to use touch timing and drag angles to infer if the user was trying to tap, drag, or scroll the card collection.
  • Made heavy use of game data systems to give designers easy ways to do everything from specifying HUD marker details to adding new features like a training mode.
  • Worked closely with the tutorial designer to provide ways to use the UI to highlight tracked objects, give instructions, and control tutorial flow.
  • Developed UI to handle dynamic device aspect ratio/screen resolution and localized text.

Sword Coast Legends

PC, PS4, Xbox One
Unity

Classic top-down multiplayer D&D RPG with a Dungeon Master.

In-depth look at DM tools and character creation. Dynamic list item blocks were designed to display and modify of a large range of data types.


  • Wrote core UI systems to control menu stacking, input focus/type, and loading sequences.
  • Developed components and triggers that gave scripters easy ways to display menus.
  • Designed and implemented a variety of in-game customization tools including character creation, location and quest building, enemy/object placing, and encounter swapping.
  • Built the inventory, journal, party management menus, maps, game options, and HUDs.

Skylanders

Nintendo 3DS

Action/platforming toys-to-life games.

Highlights character collection menu that involved UI, modeling/texturing, animation, and scripting work.


  • Worked on back-to-back releases of Skylanders Giants and Skylanders SWAP Force, developing unique UI styles each year inspired by other franchise platform releases.
  • Created and implemented the majority of UI art assets.
  • Scripted menus using the Vicarious Visions Alchemy engine visual scripting interface.

Heroes of Ruin

Nintendo 3DS

Multiplayer RPG with unique online features.

Playthrough showing various UI elements and menu systems.


  • Helped conceive overall UI art style and created all UI art assets and animations.
  • Designed layouts and UX for menus including character customization, inventory, player item trading, and multiplayer lobbies.
  • Scripted individual UI elements and collaborated with engineers to tie them into code.

Early Work

Compilation of projects showing the variety of early work.


  • Tron: Evolution – Battle Grids — Action/racing split-screen multiplayer game for the Nintendo Wii.
  • Little Lucha — Fighting game prototype for iOS.
  • Hannah Montana: The Movie — Action/adventure/rhythm game for the Wii, Xbox 360, PS3.