I am a Technical Artist with a specialization in UI/UX implementation and design, with experience ranging from live-service AAA games in proprietary engines to mobile using industry standards such as Unity and Unreal. My work has been crucial to to the enjoyment of over 13,000,000 players in XDefiant and my attention to detail and performance assessment has avoided and remedied technical issues before they became serious problems. I was critical in the smooth launching of multiple seasons of XDefiant and excel in rapidly troubleshooting bugs and issues.
I also have years of experience leading and collaborating with groups as small as three and over four hundred and thrive to be a part of teams that create truly beautiful work. My vast range of experiences makes it ideal for me to work seamlessly with a myriad of disciplines and my drive to continually learn makes me a flexible part of any project.
Experience
Ubisoft San Francisco
UI TECHNICAL ARTIST – FEB 2023 - FEB 2025
Launched XDefiant after 17 months on the project, becoming Ubisoft’s fastest game to reach 10 million + players
Responsible for implementing and doing level four polish of all season themes, helping launch four seasons on time in a live service game
Identified the imminent failure of the lobby due to an engine limitation Established a work around to solve this while refactoring the lobby alongside implementing a design upgrade to prevent it from happening in the future
Collaborated with over 300 people across 7 time zones and multiple disciplines, including providing feature training to team members in Osaka and Sydney
Looty Games
UI TECHNICAL DESIGNER – APR 2021 - SEPT 2022
Implement UI screens, widgets, logic, flow and animations to designs in Unity and Roblox Engines
Wrote Game Design Document to secure $750,000 Roblox contract
Mapped out new workflows for a team switching to the Roblox Engine
Create UI wireframes using Adobe XD
System designs for multiple game prototypes
Design and implement first time user experiences for Cannon Ballers
HERE Technologies
MAP PRODUCTION ARTIST – APR 2017 - SEPT 2020
Specifically selected for developing training guidelines and pipeline workflows for new contracts
Tracked personal performance metrics for speed and quality for over 5000 hours of product development time
Provided quality assurance checks for local and overseas production artists
Modeled roads, buildings and terrain using LiDAR, satellite and panoramic images to a .1 m real world accuracy
United States Navy
LEADING PETTY OFFICER – DEC 2005 - DEC 2011
Managed 20 personnel in the maintenance of steam plant and reactor plant systems
Developed and provided departmental training on electrical safety and operations for 400 personnel
Directed operations of the entire ship’s electrical system for a nuclear powered aircraft carrier as Load Dispatcher
Education
Bachelor’s of Science – Game Art And Design
The Art Institute of California, San Diego - 2016
Bachelor’s of Science – Visual and Game Programming
The Art Institute of California, San Diego - 2015
Key Skills
Unity, Unreal Engine, Roblox, Snowdrop, C#, C++, Lua, Node Based Shaders, GitHub, Perforce, Blender, Microsoft Visual Studio, Figma, Adobe CC, Photoshop, After Effects, Premiere Pro, Pipeline Development, Process Improvement, Troubleshooting, Training