Warcraft Rumble, Blizzard Entertainment
Senior UI Artist & UI Designer, 2017-2024- Translated complex, information-dense systems into elegant, character-rich, and intuitive user interfaces that bring players into the game’s fantasy.
- Collaborated with game designers and UI designers to prototype a wide range of ideas, pushing the visual and experiential boundaries of the project to surprise and delight players.
- Helped establish efficient workflows, processes, and best practices for UI art production that facilitated team member onboarding and accommodating milestone deliverables.
- Analyzed user research, team feedback, and project goals to iterate and refine the player experience.
- Worked with UI/UX designers, UI artists, and technical artists to identify opportunities to improve existing UI and proactively raise visual quality and usability.
- Implemented UI art directly in the game engine and worked with programmers and technical artists to ensure assets were performant, scalable, and production-ready.
Spires of Morosith: Gossamer Sundered, Dead Yeti Clown Car
Solo Creator, 2023-2025- Established and pursued a clear creative and gameplay vision from initial concept through a fully realized, shipped game.
- Translated broad design goals into concrete systems, prototypes, and missions, using playable builds to test assumptions and establish direction.
- Sought feedback throughout development, identifying underlying player and design problems and developing solutions that preserved the game's core vision rather than simply responding to individual critiques.
- Established design hypotheses and "stakes in the ground" to create against and test, while remaining willing to revise or abandon ideas when playtesting and iteration revealed better solutions.
- Designed and built gameplay systems, combat, challenges, puzzles, and mission structures while balancing player experience, technical constraints, and the overall creative direction.
- Established art direction and production workflows across characters, environments, props, VFX, and UI to maintain a cohesive visual identity.
- Identified technical risks and performance bottlenecks and developed practical solutions while maintaining a scalable, maintainable codebase.
Chimera C.U.S.T.O.M. XG, Volok Games
UI/UX Designer, UI Artist, UI Programmer, 2026- Established the visual design system to ensure a consistent player experience from concept through final, game-ready implementation.
- Elevated the game's presentation through 50+ ability and weapon icons, character illustrations, and motion graphics that celebrate its comedic, arcade-like art style.
- Developed visual explorations, high-fidelity comps, prototypes, and style guides to communicate design intent and align stakeholders and developers.
- Led the technical vision and implementation for user interface systems across the game experience.
- Architected scalable, performant, and extensible UI frameworks and workflows that enabled rapid iteration and consistent quality across the game.
Fieldrunners 2, Fieldrunners Attack!, Subatomic Studios
Artist & Designer, 2010-2017- Translated references and narrative directions into compelling, grounded visuals that supported gameplay needs and the game designer’s intentions.
- Provided leadership and organization for artist tools, workflows, and production processes to align in-house and outsource artists.
- Concepted character, tower, and environment designs that supported gameplay goals and accommodated the limitations of the mobile platform at the time.
- Prototyped, designed and implemented mobile interfaces that empowered players and celebrated accomplishments.
- Collaborated with marketing and art leadership to develop and deliver assets to increase player adoption and awareness.
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