ABOUT ME
In 2003, I graduated from the Academy of Art University in San Francisco and entered the game industry. My first role was at Point of View in Irvine, California, where I created environment assets and destruction for Spawn: Armageddon. I then moved on to level design for World Championship Poker 2, World Championship Poker 3, and The Shield. Before leaving, I contributed assets for the character creator in Brunswick Pro Bowling for the Wii, PS2, and PSP.
In January 2007, I joined Clairvoyant Inc. in Long Beach, California. There, I focused on realistic environments and character textures. A few months later, in November 2007, I began working at Treyarch/Activision in Santa Monica, California, as an environment artist. Soon after, I took on the responsibility of porting art assets from Xbox 360 to the Wii. Collaborating with in-house and outsourced artists, I worked efficiently while using minimal resources. In 2010, I transitioned to the environment animation team, where I enhanced the Call of Duty world by animating ambient movements and destructible environments. My skills and experience led to my promotion to Senior Artist in 2012.
In the spring of 2018, I began managing our department, a role I held for nearly two years before departing in April 2020. During my time at Treyarch, I contributed to seven Call of Duty titles, including Call of Duty: World at War, Call of Duty: Modern Warfare 3, Call of Duty: Black Ops 1–4, as well as Call of Duty: Zombies and its DLCs, with Call of Duty: Black Ops Cold War being my last project.
After that, I joined Industrial Toys to work on Battlefield Mobile. After two years, I transferred to Respawn Entertainment, where I helped ship Star Wars: Jedi Survivor in 2023. I am currently working on enhancing destruction in our next project.