Senior Environment Artist, creating worlds for games and XR that inspire adventure.

Recent Projects

Personal project built in Unreal 5 to learn some new skills utilizing different systems within Unreal.

I have extensive experience with Unreal Engine, Blender, 3ds Max, Photoshop, and ZBrush.

My expertise includes 3D modeling and texturing, with a strong ability to craft immersive and dynamic gameplay environments. I have a solid working knowledge of Marmoset Toolbag and Substance Painter, enabling me to create high-quality assets and environments that enhance the overall player experience. I also have been learning Unity as well to expand ability to develop on different platforms. My skill set is continuously evolving, ensuring I'm always up-to-date with the latest trends and techniques in game development.

Select Projects

I played a pivotal role in bringing the vibrant and dynamic world of SMITE 2 to life. From concept to final polish, my work shaped the environments that players explore, battle, and immerse themselves in.

I had the chance to shape the world of Paladins, creating unique and visually compelling environments that elevate the gameplay experience.

I contributed to the development of Realm Royale, crafting expansive, immersive environments that bring this battle royale to life.

I had the privilege of working on the original SMITE, which was widely acclaimed for its innovative take on the MOBA genre. From designing arenas to crafting immersive landscapes, I contributed to shaping the game's visual identity and player experience.

I had the exciting opportunity to work on Tribes: Ascend. Drawing inspiration from the beloved original, I helped create environments that not only honored the game’s legacy but also brought a fresh, dynamic feel to the fast-paced gameplay.

I was part of the team that brought Global Agenda to life, creating futuristic environments for this action-packed MMO. From sprawling cities to high-tech battlegrounds, my work focused on building immersive spaces that enhanced the game’s fast-paced combat and tactical gameplay.

During my time at Luxoflux, I worked on True Crime: Streets of New York and True Crime: Streets of LA. I contributed to crafting the gritty urban environments that brought these open-world crime sagas to life, ensuring every street, alley, and skyline captured the essence of each city.

While at Equinox, I had the opportunity to work on Spyro: Enter the Dragonfly. Contributing to the beloved Spyro franchise, I helped design vibrant, whimsical environments that captured the playful and adventurous spirit of the game.

Dive deeper into my creative process at ArtStation.