Art directed the entire roster of authored heroes for the game working with the narrative and creative directors. Handled the submission process to obtain approvals for all designs from the IP holder. Led the character team to ensure all models met the art style and design requirements. Kit bashed their default assets into variety of sub parts for maximum customization options.

Led the character team to design and implement the back end and all assets for the character customization system used on all heroes, enemies and NPCs.
For more information about the customization system check out this preview video:

Worked with the VFX, cinematic, tech art, and character teams to Art Direct the creation of the plague VFX and skin system. Helped prototype iterations on the skin system to be fully animatable and work on all species. Worked with the narrative director to develop the visual direction for the plague.

Led an external partner and an internal artist to build all weapons for the game including a new pair of lightsabers and new hero and villain weapons. For all blasters I led the creation of the weapon mod assets system to allow the same mod to fit on any weapon. I also helped implement the weapon cosmetic system

Worked with the marketing team at EA and Lucas Film Games to ensure all character art, VFX, props, and weapons were representative of visual and design intent. Worked with studio creating the trailer to solve various shot implementation and asset issues.

Worked with the marketing team at EA and Lucas Film Games to art direct and create all of the characters, props and hero ship for the project's announce trailer. In game assets were uses so we had to ensure the art style could support both gameplay and cinematic needs.
Reel demonstrating my art direction and art leadership during my 14 years at Bethesda Game Studios including leading the team to build the Nuka-World DLC and creating the beloved Fallout character Bottle and Cappy.
One of the biggest challenges with a unique art style is hiring artist (internal or external) that be trained to hit the unique elements of the style. This was a difficult learning experience that I created some solutions to address.
Game not released yet, image from trailer shown.
A reel focused on the highlights of my Real Time VFX work over the recent years (current unreleased project excluded). For all of these projects, I was one of 2-4 VFX artists on the game so this is just the tip of the iceberg in terms of the full volume of VFX I created.
A reel focused on the highlights of my design work. My title for these projects was VFX Artistbut I always dabbled in design alongside every other discipline. Many of these are my personal touches and additional work I added to the game, but thanks to the LD Lead on Fallout 4, Joel Burgess, I was given the chance to lead and be the designer on several creature strike teams.
Joel Burgess had a friend at Valve and he enlisted a few of us to help him make it a reality:) I animated the spacecore and made it into armor for the player.
A bit of Portal in Skyrim with loads of humor. They even had the chance to have the voice actor record special lines during pickups for Portal.
My trailer directorial debut. I pitched it in the vein of the classic Fallout trailers that utilize the long pullout. In this case, it was a long push to the gate of the park. I set dressed the scene and helped adjust the camera animation as we came in the homestretch to E3.
Bottle & Cappy even made it onto the postcard at the end.
First created for a Nuka-World internal presentation. Bottle & Cappy are the mascots I imagined for the park. I made a quick painting and showed them to the team and the rest is history.
They are now a part of the Fallout lore, have appeared in multiple titles since Fallout 4, and have been made into merchendise including a collectible toy from Gaming Heads!!
Images showing a procedural generation of each Void (level) and my testing area. If you want to see the procedural nature of the game in action play the same level on two different servers and see the difficulty is the same but the experience is different.