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.