I'm an Artist and Game Developer with a passion for VFX and environment art. I have over 14 years experience making AAA games in Southern California. Most of my career has been spent working at Blizzard Entertainment. While there I worked on such titles as World of Warcraft, Diablo 3, Heroes of the Storm, and Overwatch. Most recently I worked at Riot Games on League of Legends, where I did VFX for new and reworked champions.
Designed and created Gameplay Visualization for new and reworked champions such as Ezreal,
Mordekaiser, Senna and Volibear. Supported the design team in developing unannounced features
I was recently working on unannounced projects
While working on the Diablo III: Rise of the Necromancer DLC, I helped to design, build, and implement a large portion of the classes abilities such as: Bone Armor, Grim Scythe, Leech, Command Skellingtons, Blood Rush, & Decrepify. I also created VFX for the monsters and the Necromancer's legendary items that came with this patch.
While Working on the Heroes of the Storm - Machines of War Content Patch, I helped model and create VFX for the Maps Environmental destruction. In addition, I contributed to combat VFX and modeling work for the maps enemy NPCs.
While a VFX Artist on the Overwatch Project, I worked on Hero Abilities and Environment Effects. Being as it was a new IP, I helped visually develop the look for universal elements like water, fire, and lightning. I also helped in the efforts to recreate many of the existing VFX to match team color Variants.
While serving the Tech Art team on Diablo III: Reaper of Souls, I created many props from concept to implementation, but also oversaw the mentorship of new artists and interns to make the content for the game. During this period I expanded my technical skills into VFX. I was involved with the polish and implementation of every interactive asset in the game. I also given the opportunity to take point on designing the game-play for many of the traps and hazards in the game.
As a prop artist on the Diablo III team, I was responsible for creating assets from cradle to grave. I would concept, model, texture, rig, animate, implement, and create VFX for the assets I made. As a versatile generalist my role would shift from focusing on any number of these skills depending on the needs of the project.