Real-Time VFX, Built for Performance.

Every effect serves a purpose. Whether communicating gameplay state, guiding attention, or shaping atmosphere, my work balances visual impact with technical precision. From subtle environmental systems to high-impact combat moments, each effect is crafted to support the player and strengthen the world.

Agents of Mayhem

(2017)

Developer Volition

Publisher Deep Silver


Role: Senior VFX artist
“Agents of Mayhem”

  • Managed VFX outsourcing with outside outsource partners.

  • Created and maintained an accessible “library” (test level) of VFX materials and pre-made VFX particle assets.

  • Created and maintained VFX tools documentation and videos for external and internal teams.

  • Created and maintained VFX style guide for project for external and internal teams.

  • Worked with rendering and tech art to create necessary tools for the VFX team.

  • Created large-scale cinematics using in-house tools and Rayfire (3DsMAX).

  • Utilized FumeFX, AE and Bifrost simulations in VFX flipbook texture creation. 

Role: Lead VFX artist
“Saints Row Reboot” 

  • Managed a team of 4 VFX artists. (2 internal/2 external)

  • Defined art style and maintained a quality bar.

  • Maintained schedule and worked with other leads to hit project targets.

  • Did hands-on VFX work for announced DLC.

  • Worked with technical teams to develop needed tools and workflows.

  • Created RnD work for the project.


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