Hello there! I'm a cinematic creative at heart and have always enjoyed video games. I’ve been designing & developing interactive software working in UX/UI design, front end development, and technical art roles for over 12 years. Having experience in cross-discipline roles collaborating between production, design, and engineering teams in AAA and independent companies/studios.
Back in 2012 I started teaching myself using different art/design creation tools and game engines/media editing as a graphic designer and video producer - I was hired through projects with friends which eventually led to contract work with gamification/simulations for small companies, the FIRST and VEX robotics programs as well as Leominster Center For Technical Education Graphic Arts vocational schools were a huge inspiration for me. I found so much fulfillment and joy in this work that I pursued a degree for interactive media design from Becker College to learn and grow my skill set.
I graduated with my bachelor’s degree in 2016 while running my own game studio “Box Mountain Games” out of my dorm and then apartment. I was nominated for Forbes 30 under 30 in game design and awarded from local organizations for my creative output, passion in my craft, and contributions to my community. I still create game prototypes in my spare time to this day but not under my own indie studio - I had to make the difficult decision to sell and work in biotech app UX design.
I began utilizing my experience from games/software development for use with medical, Core/STEM learning, historical, and telecommunication companies, my most recent achievement was helping Paramount Game Studios (Formerly WB Games and formerly before that Turbine) ship Game of Thrones: Dragonfire alongside the release of Season 3 of House of the Dragon. I have been working as a freelancer since leaving the project and studio and am looking for my next adventure.
I’ve had the opportunity to work in a wide assortment of roles on very different interactive products and understand the need to be flexible and adapt. Aiding in launching several published products where I’ve worked in dynamic teams and evolving projects - My goal is to ensure end products that convey stories, emotional user experiences, and immersive interactivity are unique, fun, and push the envelope in the right direction.
During my career I've used a variety of different artistic tools and game engines to convey stories, emotional user experiences, and immersive gameplay! Having experience in cross-discipline roles designing, developing, and producing interactive software, my steadfast aspiration when creating/contributing to any product is to prioritize ease-of-use, accessibility, and empathetic design.
I'm experienced in a very wide array of real-time/baked 2D/3D media creation processes with game and film art pipelines. I've utilized and hones skills/tools such as..
3D/Animation: Blender & Autodesk’s 3D software suite (CAD/Maya for robot part manufacturing, real time/baked VFX for film/games, and or modeling, rigging, texturing, and animating assets).
Art: Adobe Suite (Photoshop/Illustrator/InDesign for 2D graphics/animation. vectorized media, UX wireframes, and or print & web design).
Design: Figma/Sketch (prototyping, user testing, and project management), with object oriented programming languages and web software development best practices.
Development: Unity/Unreal/Godot engine front end feature scripting development, UI implementation C# programming, and systems tech for complex real-time and async application life-cycles (Singleplayer and Multiplayer).
Source Control: Git & Perforce. (Proficient in feature branch workflow, PR reviews, and automated build analysis)
Audio-Visual: Filming, editing, mixing, as well as graphic design, animation, real-time + static VFX, and "Foley" sound asset creation. (Adobe Premiere/Encoder, Sony Vegas Pro, Pro Tools, FMOD, Wwise, Audacity.)