I Get To Do
Cool
Cool
Stuff
Stuff
For A Living

I joined the Game of Thrones: Conquest team early on in pre-production. I was tasked with building a team of UX Designers, UI artists and 2D Illustrators to design a mobile strategy game featuring one of the biggest IPs in the world. I designed the UX design pipeline, defined the UI art guidelines, and produced key UI features.

Case Studies
Case Studies

I took over UI responsibility for Lord of the Rings Online shortly after the game launched in 2007. I formalized the UX pipeline, built a UI team with diverse skill-sets, managed the UX design when the game transitioned from a subscription model to Free to Play and launched five expansion packs and multiple live updates featuring improvements to key game systems.

Case Studies
Case Studies

During the development of Infinite Crisis, I was part of a shared service creative studio where I managed the pooled resources of UI and VFX for multiple projects, including IC. Due to my responsibilities being spread along multiple projects, I didn’t work on major initiatives, but it did provide me with the opportunity to take on more varied smaller production roles.

Case Studies
Case Studies

I joined the Dungeons & Dragons Online team about six months after the game’s launch in 2006. I improved key features within the game to reduce friction and improve visual quality. Eventually I built and managed a dedicated UI team and also managed the VFX team for the project shipping multiple updates and two expansion packs.

Case Studies
Case Studies

But Wait!  There's More!

I also love creating when I have free time.  Come see what else I've been up to.

Check it out