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Email -

Phone Number - 858-229-2269


• Uncharted 4: A Thief’s End – Naughty Dog

• The Last of Us – Naughty Dog

• Uncharted 3: Drake’s Deception – Naughty Dog

• Halo Reach – Bungie


Naughty Dog

Uncharted 4: A Thief’s End - Environment Artist

• Developed the look of the open driving level Madagascar as well as the hidden coral reef.

• Worked with design on loose layouts to help maximize the artistic impact on a level while still keeping designer established goals in mind when creating open levels.

• Established the visual language for jeep traversal that was used on every jeep section.

• Worked with a single texture artist to bring levels from designer blockmesh to the final ship quality.

• Created levels with multiple looks throughout as well as the E3 demo, multiplayer and internal vertical slices.

The Last of Us - Environment Artist

• Asked to join the team near the end of the project to bring it up to Naughty Dog quality standards.

• Fleshed out and set dressed multiple locations and looks throughout the game after large redesigns.

• Optimized performance and fixed bugs throughout the game to help different teams finish there levels.

Uncharted 3: Drakes Deception - Environment Artist

• Modeled organic and architectural geometry for Uncharted 3’s Caravan Level and final game space.

• Worked with a single texture artist to bring levels from designer blockmesh to the final ship quality.

• Created modular assets and modular files to fill the miles of game space needed for the Caravan level.

• Handled all technical aspects of level creation from Collision, Shadow Proxies, Traversal and Frame Rate.


Halo Reach - Environment Artist

• Created environments for single player, multiplayer, firefight and in game cinematic’s.

• Designed, modeled, textured imported architectural and natural geometry into the Bungie engine/Xbox.

• Collaborated with Art Director, Lead Artists and Designers to create fun and awe inspiring levels.

• Created instanced assets and tiling textures to be create multiple zones within a similar level style.

• Complex shaders, high to low assets, lighting, decals, destruction states, managed assets to fit memory.

Sony Online Entertainment

EverQuest - Environment Artist Intern

• Concepted, Modeled, Textured, Imported Architectural and Organic assets into the EverQuest Engine.

• Created weapon sets for the upcoming Legends of Norrath Trading Card Game installment.


• 3DS Max – Maya – Photoshop – Zbrush – Substance – Simplygon – Unreal Engine

• Agile / SCRUM / Sprint Development

• Emphasis on composition, lighting, style, story, color, detail and silhouette in all created assets.


The Art Institute of California – San Diego

Game Art and Design, Bachelor of Science

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