About Me

I'm a cinematic creative at heart and have always enjoyed video games and film's power of immersion, storytelling, and social potential. In my spare time I play music (folk guitar, jazz clarinet) and hike mountains!
I'm experienced in real-time/baked 2D/3D media creation processes with Unity/Unreal and art-centric data pipelines. I've utilized tools such as Blender & Autodesk’s 3D software suite (robot part manufacturing, real time/baked VFX for film/games, and or modeling, rigging, texturing, and animating assets), Adobe Suite (2D graphics/animation. vectorized media, UX wireframes, and or web design), and Figma/Sketch (prototyping, user testing, and project management), with object oriented programming languages and web software development best practices.

Journey

I’ve been designing & developing software working in UX/UI, world building, and technical art for over 10 years having experience in cross-discipline roles collaborating between production, design, and engineering teams in AA 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 were a huge inspiration for me. I found so much joy in this work that I pursued university for interactive media design to learn and grow my skill set. 

I graduated with my bachelor’s degree in interactive media/UX design in 2016 while running my own game studio “Box Mountain Games”. I was nominated for Forbes 30 under 30 in game design and awarded from local organizations for my passion in my craft and contributions to my community. Pursuing independent game development as a career was something I couldn't afford at the time, it was a wild ride and I found myself looking to be a part of something rather than build given my financial situation and state of games as businesses in New England. 

Made the difficult decision to sell my studio to work in biotech app UX design while creating games as a hobby for the next few years. I began utilizing my experience from games/software development for use with medical, Core/STEM learning, historical, and telecommunication companies, but my passion for game development never faltered and I still design and develop them today.

Mission

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. 


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Skills

Art: 3D content creation including modeling, rigging, blendshapes, animation, and integrations.

Adobe Photoshop, Adobe Illustrator, Inkscape, GIMP, Blender, Autodesk Maya, Autodesk 3ds Max, Autodesk CAD, Zbrush, and Substance.

Development: Front end development object-oriented language and systems, realtime multiplayer gaming environments, XR devices I/O.
C#, C++, Javascript, Python, Monoscript, LUA, CSS, and HTML. Visual Studio, ShaderGraph, & Kismet.

Game Engines: Unity 5-2023, UDK-Unreal5, Godot, XNA, and Source.

Source Control: Git & Perforce + Confluence/Miro design iteration.

Design: User research and usability assessments, including gathering user requirements, conducting heuristic evaluations, and interpreting and analyzing user feedback using UX methods, surveys, A/B testing, and affinization; and performing design research and benchmarking. 

Figma, Sketch, and Adobe XD.

Audio/Visual: Filming, editing, graphic design, animation, and special FX.

Adobe Premiere/Encoder, Sony Vegas Pro, FMOD, Wwise, Audacity, and Foley SFX

Production: JIRA, Trello, Agile workflow, sprint planning/review, and Scrum procedures.