A well-rounded designer applying 12 years of game design experience towards the ever-evolving world of UX Design with an emphasis on emerging technologies. Applying an empathetic nature, natural curiosity, passion for creative problem solving and user focused design to craft memorable products and experiences with other passionate developers.

Professional Experience

March '18 - Present: Vreal

Senior UX Designer

  • Vreal

Designing and resolving challenging VR experiences.

Jan. '17 - Present: Freelance

UX Designer & Strategist

Work with clients to figure out, understand and resolve their various pain points through customer interviews, insight discovery, strategizing and the creation of various design artifacts.

April ’16 – Dec. ‘16: Microsoft HoloLens Team (Yoh Services Contract)

Product / UX Designer

  • Unannounced Space Planning HoloLens Project

Instrumental in designing and managing several key features. Produced various design artifacts. Write and illustrate full Design Specification documents. Create user stories and wireframes. Work closely with programmers, designers, artists and leads on feature development. Conduct research, demos, and customer interviews to gain valuable insights to help validate and drive product and feature creation.

Oct. ’15 - Nov. ‘15: Stanford University @ Autodesk


Hired by Stanford University to take part in the Stanford Creative Ignition Innovator Program. Together with six other Innovators we spent seven weeks conducting intensive user interviews, brainstorming, & prototyping to help find new use cases for Autodesk's reality capture software, ReMake and their experience creation software, Project Play.

Dec. ’09 - Feb. ‘15: Insomniac Games (Durham, NC Office)


  • Ratchet & Clank (PS4)
  • Sunset Overdrive (XBox One)
  • Ratchet & Clank: Into The Nexus (PS3)
  • Ratchet & Clank: Full Frontal Assault (PS3)
  • Ratchet & Clank: All 4 One (PS3)

Design levels, mechanics, quests and enemies.

Jan. ‘09 - July ‘09: Yager Development

Senior Multiplayer Designer

  • SpecOps: The Line (PS3, 360, PC)

Manage and mediate initial multiplayer design efforts between Yager and a 3rd party development studio.

Dec. ‘05 - Nov. ‘08: Guerrilla Games

Senior Game Designer

  • Killzone 2 (PS3)

Designed a variety of game mechanics.


Art Institute of California Los Angeles

Bachelor of Science Degree, Game Art & Design


Knowledge Ranking Key: Familiar >> Working Knowledge >> Proficient >> Expert

Game Engines

  • Unity | Proficient
  • Unreal | Working Knowledge
  • Learning Proprietary Engines


  • MS Office | Proficient
  • Adobe Photoshop | Proficient
  • Adobe Illustrator | Proficient
  • Adobe Premiere | Working Knowledge
  • Adobe After Effects | Working Knowledge

Wireframing Software

  • Balsamiq | Proficient
  • Adobe XD | Proficient
  • FIGMA | Proficient
  • Axure | Working Knowledge

3D Packages

  • Maya | Proficient
  • 3DStudio Max | Proficient
  • Blender | Familiar

Task / Bug Tracking

  • TFS | Working Knowledge
  • Git | Working Knowledge
  • DevTrack | Working Knowledge
  • PerForce | Proficient


  • Lua | Familiar
  • C# | Familiar