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!
[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 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 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 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.