Warner Bros. Interactive Entertainment development studio is utilizing its extensive expertise in creating persistent online worlds that foster powerful social gaming communities to develop its hit mobile games, Game of Thrones: Conquest and Game of Thrones: Dragonfire.
🏆 Dragonfire launched in June 2026 and has well over a million players alongside it's strategic release timing with Season 3 of the GOT: House of the Dragon TV Show.
I spearheaded and solved for various technical art, VFX, rigging, and UI layout/programming solutions on features while embedded in various sub-team pods. I supported the Callisto, Odyssey, Design, UI, and Art team pods/studios efforts in VFX, animation/sequencing, and art-facing UI/UX efforts in a fast-paced and uniquely hybrid generalist technical 3D/UI art workflow reporting to and between various pod leads/producers, discipline leads, dept. managers, and project stakeholders/directors.
VFX Sequencing & UI Programming - Proudly aided efforts on various Dragon Special Moment cut scenes customization, Dragon Shard collection system Hatchery visuals, and Heirlooms animation/sequencing features.
Technical Artist/Animator - I maintained and advocated tech art constraints, tooling, and scripting documentation for various features. I helped with rigging efforts on the environmental elements and several whelp and adult dragons (Moondancer, Smoketail, Tairax, Arrax.) Alongside assigned work I was also responsible for reviewing project-wide art, UI, and tech art file-related pull requests reviewing inbound visual changes and art assets for the mobile game (CI with Git).
I executed iterative tech art decisions in a hybrid role between product design and engineering teams to bring 3D environment and application UI/UX to life through performant art and development content creation and integration.
Technical Art - Interior layout interactivity, avatar rigging/asset customization/integration, animation, and unity editor tools.
UI/UX Design- Avatar creation flow, presentation panel UX, and meeting tools.
UI Development - Avatar creation logic, shader/movement bug troubleshooting, and content migration/integration.
Virtual Environments
Realtime 3D environments design and development + digital twin recreation. Generated meshes, textures, materials, and metadata for interior objects, architecture, and props layouts.
User Interface Design
Adapted and wireframed existed user interface elements to comply with accessibility and desired features. Reinforced engineering team with design documentation and troubleshooting client/customer needs.
My responsibilities included designing, creating and maintaining art assets, game scenes, internal engine tools, and researching and executing best practices in emerging tech for production artists and art directors.
Venture Valley
An award-winning fast-paced business simulation game where players take on the highs and lows of being an entrepreneur. Available for free on PC and mobile (iOS and Android) and has no in-app purchases or ads.
Venture Valley has been recognized for excellence in teaching financial literacy and entrepreneurship, winning first-place recognition from the Serious Play Awards and the Tech & Learning Awards, as well as finalist positions from GEE.
GettysburgAR
"Citizen Archaeologist" excavation mini-game
Dig up, clean, and assemble artifacts
Answer relevant historical questions
"Stories" feature with real combatant letters displayed in AR Voiced excerpts with 3D text displayed on the horizon
Technical Art - Model/texture edits, rigging, sequencing tools and ambient VFX.
Environment Art/Design - Map layouts, prefab organization & game business VFX.
UI Design/Development - Icon generation, interior game and presentation hookup, dynamic upgrade screen.
I worked with Figur8 as a contract tech artist right after graduating from Becker College. They are a 3D motion tracking startup company based in the heart of Boston. Using compounded gyroscopic data input to gauge client and patient musculoskeletal diagnostics/progress. Constantly improving technology that accommodates human health and habits first in design and development of their products.
A project early on in development for use in engaging users with sensors was a "Zombie Boxing" demo app to gauge specific Bluetooth characteristics as input.
I found making something engaging with these custom controllers exciting and stoked the fiery passion I have for serious games and apps that not only held the attention of a user/player but also improved their health and body consciousness rewarding! After completing the demo projects I was hired on to work as a mobile app designer to visualize and test the hardware to software experience for end-users.
Technical Art - Visualization prototypes in Unity/Unreal, 3D avatar humanoid integration, and physical therapy UI gamification.
UI Design - Biometric UI flow and 3D/2D mockups/prototypes.
App Development - Embedded Unity BTE sync connectivity debugging and build R&D.
Spearheaded the creation and maintenance of several multi-platform games with goals like improving UX and app design, user retention strategies, and product/brand gamification campaigns. Managed a team of 5 for the game SporeWar.
Worked as a contracting consultant, designer, artist, and programmer - wearing many hats to ensure quality, feasibility, and marketability of short-term tech and game projects targeting console, mobile, and PC platforms.
Nominated for Forbes 30 under 30, recognized in Pulse Magazine's "16 People To Watch In 2016", and awarded + welcomed into StartUp Worcester Cohort 2016-2017.
Sold studio to work full-time in tech after co-founding Worcester Game Pile with colleagues to improve collaborating for game developers local to central Massachusetts.
Archived Links Below!:
BattleCon Online - It was a great experience working on something with so much history and complexity from tabletop into video game form. I worked remotely on iterations of the main menu user interface art and animations. (Contract)
Octave is a musical adventure game where the music you play interacts with the environment around you. Rally your lost notes and discover what's disturbing this once peaceful musical isle!
Quest Tycoon is a quest giving simulator! Play as an innkeeper desperately trying to stay in business. Send adventurers out on dangerous quests in hopes of them surviving and needing your inn to rest!
Clutch the Crown is a 2D real-time strategy game where the objective is to obtain a crown before your opponent does.
Created during Ludum Dare.
Nightrunner: An 80's themed action-adventure shoot-em-up where you play as Hank Campbell, a loose cannon cop, discovering the truth about corruption in law enforcement he goes rogue, becomes a vigilante, and takes matters into his own hands.