personal information download as .pdf
knowledge & skills
  Technical artist experienced in visual effects, user interface and graphic design. Proficient in driving the game experience by providing appropriate feedback to the player through visual effect and user interface design. Responsible for all stages of effect creation including artistic direction, particle art generation, animation and scripting functionality.

Experience with UI design, level design, texture creation, 3D modeling, UV texturing, shader creation and gameplay design. Knowledgeable in multiple scripting languages as a content designer. History of working collaboratively across multiple disciplines to creatively accomplish game design goals within technical or artistic limitations. Experience with Unreal4, Doom3, Source, Supreme Commander, Alchemy and Siege technologies.

Fluent with the following software: Photoshop, Illustrator, Visual Studio, Crazybump, Filter Forge, Flash, Perforce and Dreamweaver. Experience with Maya, FumeFX, Houdini, Unreal, 3D Studio Max, Vegas & FontLab.

professional experience
  October 2014 - Current

June 2010 - October 2014


April 2007 - January 2010


August 2002 - April 2007


Speaker, GDC2014
    The Visual Effects of inFAMOUS: Second Son

Speaker, PAX Prime 2014
    AAA Combat: Behind the Scenes

Visual Effects Society Member

Lead Visual Effects Artist    /    Sucker Punch
    Unannounced project

Senior Visual Effects Artist    /    Sucker Punch
    inFAMOUS: Second Son & First Light, inFAMOUS 2

Visual Effects Artist    /    Gas Powered Games
    Supreme Commander 2, Demigod, Space Siege,
    Supreme Commander: Forged Alliance

Technical Artist    /    Raven Software
    Marvel: Ultimate Alliance, Quake4

  May - December 2001

1996 - 2000

Post Graduate Studies
    Seattle School of Visual Concepts

Bachelor of Arts    /    Graphic Design
    Western Washington University

  Available upon request.