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 / USINDOPACOM (FT)
Sr. Simulation UI/UX Designer : Stormbreaker
Collaborate directly with the end user, military planners and leadership from all branches of the US military, to discover their wants and needs in the for the next generation warfighting and planning simulation. Hold in person and remote design sessions, create detailed, engaging and informative prototypes in FIGMA, work collaboratively with my engineering counterparts to ensure the intent behind designs were fulfilled.
Aug. ‘21 - April ‘23: Microsoft Studio Alpha (C)
Sr. Creative Technologist : Unannounced
Combine 3D Experience, UX and Product design expertise to help create an unannounced serious gaming platform.
Mar. ‘20 - PRESENT: Brilliant By Nature (FT)
Co-Founder : NeighborNET
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 (C)
Senior UX Designer : Unannounced Mobile App
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. (FT)
Senior UX Designer : VReal desktop application
Work 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 (C)
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 HXT (C)
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 (C)
Innovator : Autodesk ReMake + Project Play
I spent six weeks with a team of other Stanford 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.
Game Design
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
June ’04 - Sep. ’05: Electronic Arts Los Angeles
Game Designer | Medal of Honor: European Assault
04’ - Climax Inc.
Level Designer | TRON 2.0: Killer App (XBox Port)
03’ - Black Ops Ent.
Level Designer | Terminator 3: Rise of the Machine
Education
Art Institute of California, Los Angeles
B.S. Video Game Art & Design
Skills
Wireframing
Figma
Production Software
Affinity Photo / Designer
Davinci Resolve
Adobe Creative Software
LucidChart
MS Office
Game Engines
Unreal
Unity
3D Packages
Blender
Task / Bug Tracking
Git
DevTrack
PerForce