I specialize in stabilizing visual pipelines, accelerating ideation, and building worlds that unify teams across disciplines. I am a veteran Art Director and Senior Visual Development Artist with over 15 years of industry experience steering the visual identity of games. My career is defined by a deep artistic range, having successfully shipped and developed titles across fantasy, sci-fi, stylized, and realistic modern settings for RTS, FPS, and Action RPG genres.
Most recently, I spent over 7 years driving visual development and in-engine world-building at Undead Labs for State of Decay 3, the highly anticipated modern survival simulation game set in the Pacific Northwest.
My core differentiator is the speed, versatility, and responsibility of my production pipeline. By anchoring my workflow in a strong 2D foundation and Unreal Engine 5 spatial blockouts, I utilize Vizcom as a high-speed rendering engine. This workflow completely eliminates AI slop—ensuring 100% control over composition, scale, and perspective while iterating at a pace that vastly outmatches traditional outsourcing loops.
Whether establishing architectural style guides that feed multi-disciplinary production teams (props, buildings, signs, lighting), set-dressing complex UE5 interiors, or directing visual targets across diverse genres, I bridge the gap between high-level creative vision and rapid execution.