• University of Central Florida - 2013 Graduate

  • Bachelor's Degree - Digital Media (Game Design Track)


  • Autodesk Maya

  • Autodesk Mudbox

  • xNormal

  • Quixel

  • Substance

  • Unreal Engine

  • Unity

  • World Machine

  • Photoshop


Level Design/Level Artist

  • Initial paper design concepts

  • Block-out and iterative design passes

  • Set dressing and mise en scène

  • Understanding of Singleplayer/Multiplayer flow and art direction

  • Lighting and atmosphere

  • Polish and optimization

Environment Artist

  • Sculpting high-poly/low-poly models and baking procedures

  • Understanding of UV layout, placement and compaction

  • Texturing albedo, roughness, metallic, normal, AO, height, and mask maps

  • Material and shader creation


  • Experience in C++, UE4 Blueprints, Unreal Script, and Java

  • Level scripting events and camera cinematics

  • Knowledge in replication, AI scripting, creation of game rules, and gameplay


Unannounced Project - Ghost Story Games

Senior Level Builder/Level Builder | March 2017 - Present

  •     Designed levels from concept to final pass

  •     Set dressing, mise en scène, and environment storytelling

  •     Lighting, atmosphere and composition

  •     Scripted tools and level mechanics

Gears of War 4 - Splash Damage

Level Designer | March 2016 - March 2017

  •     Level design and set dressing

  •     Landmarking, area theming, gameplay event scripting, layout improvements, gameplay object placement, LOD/shader optimizations, and bug fixing

Angels Fall First - Strangely Interactive

Level Designer | October 2015 - December 2015

  •     Designed and populated maps

  •     Improved pathing, collision, meshes, layouts and optimized maps

Heavy Gear Assault - MekTek Studios

Lead Artist/Level Designer | April 2014 - September 2015

  •     Managed tasks, priorities, and oversaw quality and consistency between Environment Artists

  •     Lead art style, theme, architecture, and geography through references and descriptions

  •     Directed all levels based on lore and real world locations

  •     Designed layouts and constructed maps built for large open battles between fast moving mechs

Chrysler Virtual Reality Experience - Motion Picture Company

Environment Artist | October 2014

  •    Created the show room scene for the Chrysler 200, 2015 showcase

Killing Floor

Level Designer/Level Artist | July 2009 - November 2009

  •    Created map Crash from concept to final

  •    Balancing, bug fixes and content additions

Black Sierra

Game Designer/Lead Level Designer/Programmer | Sept. 2007 - Aug. 2009

  •    Won Honorable Mention in the Make Something Unreal Contest

  •    Designed and programmed gameplay

  •    Planning and creation of level design

Contact Info

  • Located:

    South Carolina

  • E-Mail:

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