Passionate about working on unique and diverse worlds as a holistic game developer, with an emphasis on storytelling. Currently focused on material authoring, look dev, and vegetation, but I have worked as a 3D art generalist on many projects, ranging from art direction to asset creation, lighting, world building, developing content workflows, set-dressing, VFX texture design, and beyond. Prior to Full Circle Studio, I've created official DLC for Valve on Counter-Strike: Global Offensive and helped develop an exploration into e-sports training for Logitech G. I also enjoy writing and developing narratives for interactive experiences, with a focus on making gameplay help tell the larger story and psychological state of the protagonists.
Driving key parts of the material direction and technical workflows for the skate. open world, including but not limited to extensive look dev, vegetation R&D, and the authoring of stylized materials for both Worlds and Characters. I act as a liaison between art and tech disciplines, working closely with the Worlds department to ensure visual consistency and performance scalability across organic, architectural, and hard-surface pipelines. My role focuses on creating and iterating on visual benchmarks, developing content workflows, authoring documentation, and mentoring the wider team to streamline production and elevate the game's overall aesthetic identity.
Game Projects:
skate. (2025 - Early access)
Responsible for look dev, vegetation R&D and materials, authoring stylized Worlds and Characters materials, developing content workflows and documentation, and servicing the Worlds department's technical needs.
Game Projects:
skate. (Pre-production)
I worked on the levels "Cascade" and "Hive" which were shipped in "Counter-Strike: Global Offensive" as free live service content for all players. I was responsible for art direction and creation of all in-game visual art for every discipline on "Cascade.” Created a custom material and prop library for “Hive” with Michael Jako. Both levels were highly self-directed and made in small teams, relying on our own judgement and expertise.
"Cascade" was included as a featured level in the CSGO 10 Year Anniversary Update. "Hive" was included in a regular live service content update.
I worked for Logitech G to develop an exploration into e-sports training named Playmaster. On this project I worked on look development, material authoring, prop/hero asset creation, level art, animation, and lighting.