FEATURED WORK
TECHNICAL VFX WORK
A Houdini-based procedural tool for Unreal, enabling rapid creation of customizable buildings with custom façade meshes. Supports input meshes (simple, OSM data, or Unreal BSP), specific floor customizations (e.g., storefronts, apartment entrances), and structured roof asset placement (e.g., AC units, water towers). Features seed-driven and weight-driven mesh control, delivering seamless, game-ready meshes with proper UVs.








IN-GAME VFX WORK
A curated montage of gameplay visual effects from my time at BioWare/EA, showcasing work on Mass Effect: Andromeda, Star Wars: The Old Republic, and Dragon Age: Inquisition, including its DLC The Descent. Features in-game ready VFX with a focus on timing, readability, and performance.





PREVIOUS WORK
Microsoft HoloLens logo, crafting materials, reflections, animations, and effects. Designed as the first visual experience upon HoloLens activation, delivering polished, performance-optimized visuals for a striking, immersive startup sequence.





ABOUT
I'm a Visual Effects Artist with 21 years of experience in the video game industry, passionate about creating immersive VFX and I've been fortunate to have contributed to a wide range of high-profile projects alongside some of the industry's most talented teams.
I began my career at Amaze Entertainment, working on Call of Duty: Roads to Victory for PSP, followed by Shrek the Third and Where the Wild Things Are for the XBox. I then joined BioWare Austin to work on Star Wars: The Old Republic, contributing to multiple areas including VFX, sky scenes, and microtransaction asset creation. I later supported titles like Dragon Age: Inquisition (IGN's 2014 Game of the Year), its DLC The Descent, and Mass Effect: Andromeda.
Seeking new challenges, I joined Microsoft to develop for the cutting-edge HoloLens platform, gaining hands-on experience with AR technologies and utilizing more technical skills like shader creation and Houdini workflows. I later joined Bungie, achieving a major career milestone, working on Destiny 2 and the DLC Curse of Osiris before receiving a unique opportunity to join State Street R&D as VP of AR/VR Technologies. There, I was part of a world-class research team exploring advanced AR/VR cloud infrastructure tools, server farm monitoring tools, and machine learning visualization tools.
My next adventure, I received an opportunity to work at Dimensional Inc. (formerly Daybreak), where I helped kick off development on a Marvel MMO alongside the team behind DC Universe Online, supporting both projects during my time there. Following that, I became the Lead VFX Artist at Big Time, an ambitious new studio where we are creating visually striking, multiplayer-driven experiences.
I'm driven by curiosity, innovation, and a love for creating impactful visual experiences.

CONTACT
Interested in collaboration? Let's create something amazing together.