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RESUME

Narrative Designer and Writer with experience in UI/UX design and game development. Strong track record of creative storytelling, flexible writing styles, and developing fully-realized worlds and characters. Passion for creating fun, accessible, and engaging player experiences.

Insightful and effective communicator with experience in copywriting, graphic design, and product development.

TECHNICAL SKILLS

Photoshop, Illustrator, Silver Catalyst, Asana, Visual Studio, HTML5, CSS3, Sass, JavaScript, Vue.js, Bootstrap, Git, GitHub

KEY PRODUCTION SKILLS

Paper prototyping; UI/UX design; graphic design; game systems and mechanics; game design and documentation; asset management; agile development methodologies; site layout and development; project scheduling and milestone management; project troubleshooting; small team leadership

ENGINES

Unity, Hero

PROJECTS

Sunbreak Games April, 2016 – December, 2016

UI/UX Designer

Conducted initial marketing and UI/UX design research and analysis; performed asset clean up and digital platform migration of original book illustrations; assisted in eBook page layout and UI/UX design

Title: Care for Our World

Table Flip Board Games June, 2014 – Present

Narrative Designer and Writer; Game and Graphic Designer; Co-founder

• Drove design of 2 titles to publication including paper prototyping, playtesting, and final printing • Coordinated with freelance artists to develop assets and maintain artistic and thematic cohesion; developed game mechanics and narrative backstory • Maintained game balance and crafted user experience through play testing and user feedback • Ensured smooth workflow with a dedicated stewardship of file libraries •  Established effective lines of communication between artists and designers by moderating internal discussion forums • Nurtured brand awareness and customer loyalty through social media and event outreach • Worked with domestic and foreign manufacturers to meet design specifications and standards

Tools: Photoshop, Illustrator, Maya

Titles: The Black Hands of Hathoway; Last Stand; Catastrophe


Forever Interactive  December, 2011 – January, 2015
Game and Graphic Designer; Environment Artist; Associate and Narrative Writer Lead

Visions of Zosimos (MMO/CCG, in development)

Effective translation of designs into in-engine (HERO) assets and environments; game design; alpha playtesting and bug reporting for a MMO

Cyber Solstice (Ouya, Released)
As Story Experience and Narrative Writer Lead, developed story bible and style guide, and coordinated with other artists to produce concepts and in-game assets  • Ensured consistency with timely updates to style and asset wiki’s • Fostered efficient team workflow by generating in-studio tutorials • Established brand identity and promoted studio recognition with collateral and marketing material design • Guided development and evolution of title through level and game design • Overcame obstacles and production bottlenecks by working closely with art and coding leads to integrate assets, troubleshoot design and gameplay concerns, and implement in-engine modifications • As Environment Artist, established mood and setting through 3D modeling, texture creation and Unity prefab assembly

Battle Gnomes (Mobile/Web, Released)

Overcame obstacles and production bottlenecks by working closely with art and coding leads to integrate assets, troubleshoot design and gameplay concerns, and implement in-engine modifications • As Environment Artist, established mood and setting through 3D modeling, texture creation and Unity prefab assembly

Tools: Photoshop, Illustrator, Maya, Silo, Zbrush


Calabash Animation  May – June, 2009
Environment Artist; Animator

Quickly and efficiently produced models and animation for a Hasbro television spot based on detailed client specifications.

Tools: Photoshop, Illustrator, Maya

Project: Candy Land Castle (TV spot)


Bending Light July – December, 2008
Digital and Print Designer; 3D Modeler

Worked closely with Lead Artist to design and develop advertising comps; researched thematic samples and produced high-end, photorealistic designs • Optimized workflow with effective Digital pipeline asset management, version control and render wrangling • Maya tool scripting (MEL), including development of an automated subsurface scattering shader utility

Tools: Photoshop, Illustrator, Maya

Campaigns: Rube Goldberg Variations; Wrigley; VOX