I’m a creative, technically-driven game industry professional with 19 years of experience—11 of those focused exclusively on lighting. I believe lighting has the greatest impact on a game's final visual identity. It bridges art and technology, shaping atmosphere, storytelling, and gameplay through exposure, material response, silhouettes, contrast, and mood.
Most recently, I led the world lighting, atmospheric design, and color grading for Civilization VII, collaborating closely with engineering to develop next-gen lighting tech on a new engine. This system also powered the leader lighting in the front-end and diplomacy cutscenes.
Previously at Treyarch, I designed lighting workflows that became foundational to the studio’s daily development, boosting both consistency and efficiency across teams. My deep understanding of real-time lighting, pipelines, and asset reuse has consistently contributed to high-quality, visually cohesive games delivered on time and within budget.
I’ve contributed to major AAA franchises including Civilization, Marvel, Call of Duty, Overwatch, and Halo. I stay current with emerging technologies, lighting techniques, and tools to continuously push visual storytelling in games.
Lit environments and in game cinematics. Utilized color grading and tone mapping to achieve a final look. Created 3D assets and was point artist for numerous environments in the Call of Duty video game franchise.
Created 3D props, environments, and lighting solutions for Team 4 / Project Titan / Overwatch.
Created numerous environments and countless dynamic objects, including human, alien, and organic themes. Objects included variants, destructibility states, Havok physics, animation, and AI interaction. Environment work included lighting, finish modeling, UV unwrapping and final texturing of BSP terrains and alien architectural structures.
Successful interaction with peers and supervisors in a unique remote work environment.