VIDEO GAME

DEVELOPMENT

Yes, it really is all fun and games.

INFO

Below are the games I’ve had the pleasure of working on, in a senior role as either a UI Artist or Cinematic / Camera Artist. My work covered the gamut of creating icons, menus, achievement imagery, 2D animations, pre-rendered cutscenes, credits crawl, in-game cinematics, camera layouts & more. Oh, and bug fixing… nobody escapes bug fixing.


The links to view my work require an access code.

BUNKER Z

[ Raven King Studios ]


UI/UX + Branding

Contributing to Bunker Z's visual aesthetics through UI and branding, while consulting on various aspects of game development for RKS, a small indie game studio.


→ View my work.

DIABLO IV

[ Blizzard Entertainment ]


Senior Cinematics Layout Artist

Focused on creating and refining in-game cameras to support both gameplay and storytelling. Contributions included creating and maintaining character menu cameras, camp flips, cinematic look-at moments and observer overrides to enhance player immersion. In addition to hands-on camera work, produced storyboards, animatics and extensive Confluence documentation to guide cross-team collaboration and ensure consistency across cinematic moments.


→ View my work.

DIABLO II: RESURRECTED

[ Blizzard Entertainment + Vicarious Visions ]


Senior UI/UX + Cinematic Artist

Contributed to early development by exploring UI concepts, mapping UX flows for potential new features and creating 2D motion-comic style cinematic tests.


→ View my work.

TONY HAWK'S PRO SKATER 1+2

[ Vicarious Visions ]


Senior UI Artist

Collaborated within a small three-to-four person team to design and implement a wide range of UI features. Contributions included helping to establish UI aesthetics, creating iconography and illustrated imagery, and developing menus such as Skate Tours, Level Select, and Create-A-Park. Designed the custom skater death animation, autosave and loading screen elements, and contributed to storyboards, video concepts, documentation and asset tracking.


→ View my work.

WARCRAFT III: REFORGED

[ Blizzard Entertainment + Vicarious Visions ]


Senior Cinematic Artist

Part of a small team tasked with revamping many dozens of in-game cinematics using the original Warcraft World Editor. Responsible for cutscene tracking and documentation, camera layout, training designers in camera work and shot composition, reviewing designer camera passes and refining them into polished cinematic sequences.


→ View my work.

DESTINY 2:

FORSAKEN -

BLACK ARMORY

[ Bungie + Vicarious Visions ]


Senior UI/UX Artist

Created a plethora of Black Armory–specific icons, including those featured in the Niobe Labs puzzle, focused in particular on the Bazeries Cipher Crest Puzzle.


→ View my work.

DESTINY 2: FORSAKEN

[ Bungie + Vicarious Visions ]


Senior UI/UX Artist

Primary contribution was the design of the Character Boosting feature, which allowed new players to bypass earlier campaigns and start at the current XP level. Responsible for mapping the UX flow, creating icons and splash imagery, developing icon animations, designing and implementing pop-up windows and integrating text assets. These efforts ensured the feature gave new players a streamlined entry point into the game.


→ View my work.

DESTINY GUARDIANS

[KOREA]

[ Bungie + Vicarious Visions ]


Senior UI/UX Artist

Served as the sole UI artist on this release, creating localized icons, MTX warning dialogs, tooltips and disclaimers tailored for the Korean IGR market.


→ View my work.

DESTINY 2:

WARMIND

[ Bungie + Vicarious Visions ]


Senior UI/UX Artist

Responsible for the UI/UX design of the Private Matches feature, collaborating closely with UI Engineering. Contributions included the main Crucible icon, menu design, supporting option icons, level imagery and the integration of text assets. Refined and expanded on the initial engineering pass that ported content from Destiny 1 to meet the desired feature set and updated aesthetics, ensuring a polished and intuitive experience for players.


→ View my work.

CRASH BANDICOOT

N'SANE TRILOGY

[ Vicarious Visions ]


Senior UI Artist

Contributions included updates to the main menu, some in-game icons, all Xbox Achievement imagery and updates + rendering of the final credits crawl. This fast-paced assignment required efficiency and attention to detail while maintaining consistency with the established visual style of the game.


→ View my work.

DESTINY 2:

PC RELEASE

[ Bungie + Vicarious Visions ]


Senior UI/UX Artist

Collaborated closely with Bungie as part of the Vicarious Visions team to launch the base game of Destiny 2 on PC. Contributions began with extensive bug fixing and later expanded to updates and additions to the PC Settings menu, along with several other refinements and feature adjustments leading up to launch.


→ View my work.

MARVEL ULTIMATE ALLIANCE 2

[ Vicarious Visions ]


Pre-Rendered Cinematics Artist

Created more than 20 pre-rendered mission briefings and news broadcasts that appeared throughout the game, transforming scripts from the Narrative Team into dynamic visual sequences. This process included developing thumbnail storyboards, building animatics and designing animated elements that enhanced the storytelling. Worked closely with the Art and Game Directors, incorporating feedback across multiple review cycles to finalize the motion design and integrate audio for the completed assets.


→ View my work.