Hello! I'm a VFX Artist from Dallas, Texas. I've shipped projects such as Destiny 2 Renegades Expansion, Doom The Dark Ages, God of War Ragnarok, Borderlands 3, and Super Lucky's Tale.
I had the privilege of exploring several disciplines of 3D art while contracting at Playful, where I began my career in the video games industry. At Gearbox, I provided art contract support to the character and level art teams to get Borderlands 3 and its DLCs optimized and out the door.
During the pandemic in 2020, I returned to school to pursue real-time VFX. A year later, I completed my VFX reel and signed a contract with Santa Monica Studio to work on God of War Ragnarok, in my first official role as a VFX Artist.
In June 2023, I celebrated my sixth anniversary as a game developer and my first anniversary with Blizzard Entertainment working on their new IP, the unannounced Survival Game.
I am currently an Intermediate VFX Artist at the co-development studio Beyond-FX, and I am elated to be part of their team!
Besides video games, I also love bonding with all my animals, working on my 1990 Mazda Miata, reading books, rock climbing, drawing, singing and songwriting on my guitar, collecting plants, and juggling 12 other creative hobbies.
Collaborations:
Doom The Dark Ages (2025) by id Studio
Destiny 2: Renegades (2025) by Bungie
GDC Speaker 2025 "Are You Visually Literate? Crafting Clear and Satisfying VFX"
GDC Speaker 2026 "Controlled Chaos: 12 Principles of Design for VFX"
- Creating cinematics and gameplay VFX for external client projects.
- Learning client's tools and establishing relationships with their team to fit seamlessly into their pipeline.
- Communicating with client team on a daily basis to align goals and expectations.
- Contributing VFX knowledge and assets to Beyond-FX's internal database.
- Engaging in semi-weekly internal art reviews.|
- Pursuing continued education in VFX from internal peers and external resources.
Unannounced Survival Game (sunset)
- Created particle VFX for creatures, weapons, encounters, and player combat.
- Developed upon VFX art style with VFX team and art director.
- Developed VFX tools for proprietary engine software with VFX graphics engineer.
- Authored shaders and materials in-engine.
- Authored textures using Photoshop and Substance Designer.
- Authored flipbooks via custom pyro and fluid simulations using EmberGen and Houdini.
- Created and implemented particle effects according to Designer vision while adhering to visual development style.
Created particle system FX for environments, player interaction indicators, hazards, breakables, and puzzles according to the vision of the art director, FX lead, and designers. Coordinated with designers to implement FX in SMS’ proprietary engine.
Borderlands 3 (2019)
- Technical art support for the character team.
- Created masks for custom textures and skins, integrated masks to material shaders.
- Modeled, modified, and textured interchangeable character accessories.
- Optimized textures and materials to increase engine performance.
- Textured and hand inked materials on Scourge Boss for Takedown DLC
- Art support for Level Art team.
- In-editor painting terrain, foliage, and applying decals to suit environment compositions and drive lore.
Wildcard (in production)
High poly prop modeling for proof of concept pieces.
Star Child (sunset)
VR development. Environment art, 3D modeling, technical art, animation, texture authoring, asset troubleshooting and optimization, VFX, lighting, camera editing, voiceover work.
Super Lucky’s Tale, DLC I & II (November 2017)
Collision optimization on all environment assets and bug fixes post shipment. VFX and voiceovers for DLC. Occasionally donned the Lucky mascot suit.