Welcome to my page! I am a passionate visual effects artist that has been working in the AAA games industry since 2012! I love to push the boundaries of what is possible for real-time effects. Thank you for visiting and enjoy your time here!

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[REDACTED] Is my first game that used stylized visuals. It was designed to look like a comic book illustration, which was a departure from the type of effects I usually create. It was challenging but also very rewarding. I was responsible for creating unique visual styles for many of the weapon elements, (Fire/Ice/Electricity/Science etc) as well as many of the effects for various enemies and bosses. I learned a lot of new techniques during this project!

Nominated for the VES Awards 2025 for outstanding VFX in a real-time project for this title.


The Callisto Protocol

The Callisto Protocol was my first Unreal Engine project. I was responsible for a lot of the optimization that was done at the end of the project. I also created some of the DLC effects from scratch such as the effects on the BioBot, the Kinetic Hammer and the Mahler boss effects.


Star Citizen

Star Citizen was the project I worked on for the longest and by far had the widest range of effects. Everything from weapon, environmental, vehicle and cinematic effects. I helped build workflows, established quality standards and trained new VFX artists. I also worked very closely with graphics programmers to help push the effects forward such as new particle lighting, SDF driven effects and motion vector workflows.



Ryse: Son of Rome

Ryse: Son of Rome was the project that launched my VFX Artist career. I worked on the majority of effects in the game. Combat effects, blood, water, fire, cinematic effects and gameplay effects.