Focus
A well-rounded and empathetic designer who is happiest when solving ambiguous, multi-faceted product and UX challenges. Ensuring the right problems are being solved with actionable solutions for the benefit of both the company and its customers.
Professional Experience
MAY. ‘23 - SEPT. ‘24 : SMX
Sr. Simulation UI/UX Designer | STORMBREAKER
Customer: USINDOPACOM.
I was responsible for the UI/UX design of the similation half of STORMBREAKER. I collaborated directly with the end user, military planners and leadership from all branches of the US military, to find their needs and wants for the next generation in warfighting simulation. Hold in person and remote design sessions, create detailed prototypes in FIGMA, work collaboratively with my engineering counterparts to ensure the intent behind designs were fulfilled.
AUG. ‘21 - APRIL ‘23: MICROSOFT FEDERAL (Contract)
Sr. Creative Technologist | Unannounced
Worked with MS Federal. Previously a member of the Studio Alpha creative team.
Mar. ‘20 - PRESENT: Brilliant by nature
Co-Founder | NeighborNET.community
Chief Design Officer for Brilliant By Nature’s groundbreaking disaster relief application, NeighborNET, aimed at strengthening disaster resilience for communities around the world.
aug. ‘19 - Oct. ‘19: smashing ideas
Senior UX Designer | Unannounced Mobile App
I helped explore and realize a complex user-centered concept put forth by the client. I worked directly with the client, Smashing Ideas leadership to translate the client's idea into a user validated proposal.
Mar. ‘18 - AUG. ‘19: Vreal Inc.
Senior UX Designer | Vreal Desktop application
I worked closely with all disciplines on feature and UI development for the main desktop application. Created feature spec docs, wireframes, user flows, interactive prototypes, and motion studies. Gathered valuable feedback via user testing.
Jan. '17 - FEB. ‘18: Mega world studios
UX Designer | Cats In Mechs
Rework and design of various UI/UX elements to provide a better player experience for the Cats In Mechs mobile game. Help refine various gameplay elements.
AprIL ’16 – Dec. ‘16: Microsoft (Yoh Services)
Product / UX Designer | Microsoft 365 Layout
I designed key features, create design docs and design artifacts. Work closely with all disciplines on feature development. Validate and drive product and feature creation through research, customer demos, and interviews.
OCT. ’15 – NOV. ’15: Stanford University @ Autodesk
Innovator | Autodesk ReMake
I spent six weeks with a team of other Innovators conducting user interviews, brainstorming sessions, & creating prototypes to help Autodesk find new use cases for their photogrammetry software, ReMake and experience creation software, Project Play.
DEC. ’09 – FEB. ’15: INSOMNIAC GAMES (NC)
Designer | Ratchet & Clank Series, Sunset Overdrive
JAN. ’09 – JULY ’09: YAGER (gmbh)
Senior Multiplayer Designer (Outsource) | Spec Ops: The Line
DEC. ’05 – NOV ’08: guerrilla games (NL)
Senior Game Designer | Killzone 2
JUN. ’04 – SEP ’05: electronic arts Los angeles
Game Designer | Medal of Honor: European Assault
Education
Art Institute of California, Los angeles
B.S. Video Game Art & Design
skills
Skill Competency Ranking: No Experience >> Familiar >> Working Knowledge >> Proficient >> Expert
Wireframing
FIGMA | Expert
Balsamiq | Working Knowledge
Adobe XD | Working Knowledge
Axure | Working Knowledge
Production Software
Adobe Photoshop | Proficient
Adobe Illustrator | Proficient
Adobe After Effects | Proficient
Adobe Premiere | Working Knowledge
LucidChart | Working Knowledge
MS Office | Proficient
Game Engines
Unity | Working Knowledge
Unreal | Working Knowledge
3D Packages
Maya | Proficient
Blender | Familiar
Task / Bug Tracking
TFS
Git
DevTrack
PerForce