16+ years creating explosions, magic, weather, and everything in between for titles like Call of Duty, Destiny, and Tomb Raider.
Featured Projects
Materials & VFX for all game modes. Worked with rendering engineers on water system integration.
Particle VFX for Killstreaks. Conveyed power and lethality for MP designers.
Ambient and gameplay VFX for DLC 1-4.
1 of 3 FX artists. Textures, materials, FX, post-processing, lens flares, and screen FX.
Environmental FX including rain, snow, dust, bugs, atmosphere, and waterfalls.
In-game and cinematic FX. All FX, textures, and materials in UDK 3.
Level builder for cinematic sets. Built room for old man Woods in reveal trailer.
Level builder on U.S.D.D. Created level geo, 70+ textures, and 13 unique models.
In-game FX including muzzle flashes, energon liquid, and special attacks.
In-game FX including muzzle flashes, explosions, fire, smoke, and special attacks.
Cinematic FX including footsteps, electricity, and weapon FX.
In-game FX including special attacks, environmental, and ambient FX.
What I Bring to the Table
Explosions, fire, smoke, magic, weather systems, and environmental effects optimized for 60fps gameplay.
PBR materials, custom shaders, and procedural textures for next-gen game engines.
Performance-focused approach ensuring visual fidelity while hitting frame rate targets.
High-impact visual effects for trailers, cutscenes, and scripted gameplay moments.
I'm a realtime VFX artist with over 15 years of experience in game development. I've contributed to some of the industry's biggest franchises, creating everything from subtle environmental effects to explosive combat visuals.
Currently based in Madison, WI, I specialize in creating performant, visually striking effects that enhance gameplay without compromising frame rates.
Currently available for new opportunities. I'd love to hear about your project.