I'm a Concept artist focusing on environments, formerly Riot Games/Hi-Rez/Sony Online Entertainment.
I got my start in games working at SOE on the orignal Everquest as a concept artist. There i worked on several other games including Everquest 2 and eventually EQ Next as lead concept artist.
From there i went on to HiRez Studios working on Paladins, Smite, Rogue Company and TKO, spending most of my time on Paladins and Smite with some amazing people.
Eventually I moved to Riot where i spent time as an FX and storyboard artist for levelups on Legends of Runeterra and eventually moved to Valorant where I aided in several maps before shifting to work at an indie studio with former co-workers as concept lead at Dogfish Games.
• Independently concepted and presented a map pitch that was selected for future implementation as one of the new maps.
• Supported the growth of junior employees by offering art feedback, mentorship, and facilitating knowledge exchange within the team.
• Fostered close working relationships with level designers and narrative leads, engaging in frequent communication to align thematic elements with gameplay mechanics or tech needs.
• Provided creative VFX concepts, storyboarding, and animated concepts for various elements, including spell effects, for Legends of Runeterra.
• Collaborated with international art outsourcing teams, delivering constructive feedback on art direction, color theory, animation quality, and design language.
• Created environment concept art for SMITE over several years, designing stylized map visuals inspired by a variety of historical architectures including Egyptian, Norse, and Babylonian.
• Contributed to Paladins from early alpha through launch, starting with quick ideation sketches and evolving into more polished mood pieces. Led the visual development of an original pitch I created and presented, which was ultimately selected by the team.
• Jumped teams on occasion to provide support as needed— returning to Paladins to support the concept team on launching several major updates, (then immediately after) jumping over to help launch Rogue Company, and contributing early visual/style exploration for Divine Knockout (DKO).
• Started as a student Temp Concept Artist, transitioned to full-time, and eventually progressed through ranks to Lead Concept Artist.
• Created long-term schedules while constantly communicating across disciplines like design and production to hit the team’s deadlines
• Led the concept team in creating comprehensive style guides for races and environments, equipping 3D artists with clear direction to effectively realize biomes in production.
• Supported asset production when needed with ZBrush and Maya, sometimes fully transitioning to 3d for months at a time as was needed early on when the team was small.