Download the resume as a PDF or DOC. (updated 04.2026)

WHO I AM

I'm an art director with extensive experience building the visual identity of games – from scrappy 9-person startups to mid-sized A–AA teams to Microsoft, Netflix, and Disney-backed studios. I've shipped over three dozen titles across every platform, built art teams from the ground up, and worked across game development from concept to live operations.

I specialize in the hard part: stepping into ambiguous, high-stakes creative situations and establishing clarity – on art style, pipeline, team structure, and quality bar. Whether embedded hands-on, advising leadership, or leading the art organization directly, I bring the experience to move quickly and the taste to execute with confidence.

I work best with: early-stage studios, groups scaling from prototype to production, teams navigating co-dev or outsourcing transitions, and leadership looking for a senior creative partner to guide game art direction, team structure, and art production with a collaborative, steady approach.

  • 30+ shipped titles across console, PC, mobile, handheld, and web.
  • Broad genre range: RPG, narrative, strategy, action, fashion, quiz/puzzle, kids/education.
  • Experience across major IP including Star Wars, Lord of the Rings, Game of Thrones, X-Files, Titanic.
  • Known for combining visual direction, technical understanding, and collaborative leadership.
 

WHAT I BRING

VISUAL DEVELOPMENT

Art style creation and creative direction from conception through production, with a strong and seasoned instinct for visual identity and the ability to build alignment around a clear, cohesive vision.

NARRATIVE / IP

Expertise in narrative-driven games, translating complex lore and flagship IP (Titanic, X-Files, LotR, Warhammer, Disney) into cohesive, character-focused visual styles and production design.

CO-DEV & OUTSOURCING

Extensive experience leading external production, guiding vendor/bid selection, style alignment, and maintaining asset quality, delivery consistency, and accountability across distributed teams.

FULL-STACK ART DIRECTION

Fluent across 2D, 3D, character, environment, key art, cinematics, UI/UX, and tech art – directs across art disciplines and contributes hands-on when needed, including in-engine. Engineer-friendly.

TEAM BUILDING

Studio-level art leader who builds strong, craft-focused teams. Combines hands-on experience with a collaborative style to keep artists aligned, motivated, and growing.

PIPELINE & PROCESS

Defines workflows, asset pipelines, and art review processes, working closely with production and coordinating with cross-functional teams to support planning, tracking, and delivery.

 

SELECT
IMPACTS &
OUTCOMES

  • Built and led art teams from early development through production across multiple studios.
  • Supported teams from prototype to vertical slice, reducing rework and improving alignment.
  • Transitioned live game production teams to co-dev models, improving scalability and consistency.
  • Established outsourcing and global collaboration strategies across distributed teams.
  • Mentored leads and artists, strengthening team performance and long-term capability.
  • Built pipelines across characters, world, UI, avatar systems, cosmetics, and marketing assets.
  • Directed art on titles with $400M+ cumulative revenue, incl. The Hobbit: Kingdoms of Middle-earth.
 

SELECT
RECENT
ENGAGEMENTS

Netflix Games, WB Games, Gallium Studios, Daybreak, Redemption Games, and stealth startups:

  • Led transition from 2D to 3D assets on Game of Thrones: Conquest, reducing asset footprint and improving performance, stability, and live ops flexibility.
  • Rebuilt art and UI/UX team structures across a distributed production, clarifying ownership and reducing cross-team bottlenecks.
  • Redefined UI/UX visual targets and feedback loops on a live project, reducing revision cycles and improving delivery consistency across internal and external co-dev teams.
  • Developed visual identity and art pillars for early-stage and unannounced projects, establishing tone and stakeholder alignment to bring confidence to ongoing development and in-engine prototyping.
  • Mentored senior artists and leads into expanded roles, increasing ownership & accelerating growth.
 

TOOLS &
PLATFORMS

Engines / Tech

Unreal Engine, Unity, proprietary engines, PBR pipelines, 3D, 2D, pixel

DCCs / Tools

Maya, 3DS Max, Blender, Substance, Photoshop, Illustrator, Spine, Figma, Miro, Aseprite

Production

JIRA, Perforce, Git, Shotgrid, Trello, Airtable, Office Suite, Google Suite

Platforms

Console (PlayStation, Xbox, Nintendo, Sega) / PC / Mobile / Handheld / Web

PROFESSIONAL
EXPERIENCE

PROJECT-BASED ART DIRECTION 2020 – Present

Contract Art Direction, Visual Development, Creative Leadership & Production Support

I clarify product vision, accelerate team capability, and strengthen execution across remote teams.

  • Engage across early-stage concepts, pitches, and in-progress dev, providing visual guidance.
  • Establish style guides and create visual targets for in-game visuals and user interface.
  • Contribute hands-on to UI/UX, avatar systems, in-game and key art as needed.
  • Guide art leads and teams through feedback, critique, and creative mentorship.

Selected partners: Netflix Games, WB Games, Gallium Studios (Proxi), Daybreak, Redemption Games.

 
 

THOUGHT PENNIES – Studio Art Director 2021 – 2023

Built a production-ready art organization from the ground up, capable of supporting AAA development.

  • Built and led a high-caliber art team for an AA/AAA Unreal Engine 5 RPG on a major game IP.
  • Directed visual development, key art, character and world visuals, and avatar systems.
  • Established production workflows and long-term art direction.
  • Collaborated with design and engineering to align gameplay systems with visual direction.
 
 

FOGBANK (Disney / 21st Century Fox) – Studio Art Director 2017 – 2020

Developed a premium, TV-quality narrative art pipeline with strong visual identity.

  • Built and led art, tech art, animation, and cinematic teams for Storyscape, a narrative platform.
  • Developed technical animation pipes and art production processes for episodic content production.
  • Directed visual style and production design across multiple genres and licensed IP (Titanic, The X-Files).
  • Partnered with production, engineering, and design to enable scalable narrative content delivery.
 
 

KABAM – Studio Art Director / Sr. Creative Director (Publishing) 2011 – 2017

Scaled teams & publishing creative, contributed to top-performing titles & long-term studio capability.

  • Provided studio-level art leadership across distributed, multi-team environments (up to ~35 artists), scaling structure and production capacity while guiding leads and fostering a strong creative culture.
  • Directed global publishing creative, including branding, marketing, localization, and dev relations.
  • Partnered with development teams across the US, China, Korea, and Japan, guiding direction across regional workflows, production cultures, and content localization (L10N) needs.
  • Aligned creative direction with player and business needs across production, design, and publishing.
  • Led art direction on multiple projects and licensed titles from kickoff through production.
  • Collaborated with cross-functional teams on ongoing content and live ops.
 
 

PLANET MOON STUDIOS – Art Director / Lead & Senior Artist 2000 – 2010

Full-Stack Art Leadership – delivered multiple shipped titles with a lean, highly adaptable team.

  • Played a key role in shaping the studio's visual identity and work culture across multiple titles.
  • Contributed to Giants: Citizen Kabuto and Armed and Dangerous, both regarded as cult classics.
  • Defined tone, character, and worldbuilding approaches that still resonate with developers & players.
  • Worked across character, environment, cinematics, interface, and gameplay-facing art systems.
  • Collaborated with design and engineering to bring cohesive, gameplay-integrated visuals to life.
  • Contributed to a distinct studio voice known for stylized, character-driven play and irreverent tone.
 
 

EARLY CAREER (ACCOLADE / CRYSTAL DYNAMICS) – Animator → Senior / Lead Artist 1994 – 2004

Built a deep technical and creative foundation across the full game art stack.

  • Lead on early 3D PC titles including Slave Zero and Deadlock, which maintain dedicated player followings.
  • Developed foundational generalist experience across full-stack game art, from creation to direction.
 
 

Education
+ OTHER

BFA Illustration, 1994, Academy of Art University, San Francisco.

Founder and Publisher @ Puppy Toss Comics Collective, 1992–98, Berkeley CA.

Foundational Instructor in the Comics & Sequential Art program, 1993–94, Academy of Art, San Francisco.

Interests: motorcycles, horror, The Beatles, classic illustration, open world games, glitter, old bones.

See LinkedIn for an extensive list of recommendations.

 

TITLE + EXPERIENCE SUMMARY

2024 – 2025

ART DIRECTOR

 

NETFLIX GAMES

Netflix Stories → [narrative] – iOS / Android / Cloud, Netflix – App Store 4.8★

2023

 

2021 – 2023

STUDIO ART DIRECTOR | PRODUCTION DESIGN

THOUGHT PENNIES

Warhammer: Age of Sigmar: Dark Frontier  → [UE5 RPG] – XSX / PS5 / PC, unreleased

2021 – 2023

 

2017 – 2020

STUDIO ART DIRECTOR

FOGBANK

Storyscape – iOS / Android, FoxNext / Disney – App Store 4.8★

2019

 

2011 – 2017

STUDIO ART DIRECTOR | ART DIRECTOR

KABAM

Pocket Tactics → [tactical RPG prototype] – iOS / Android, unreleased

2016 – 2017

 

Star Wars: Uprising → [ARPG] – iOS / Android – App Store 4.9★, Editor’s Choice Awards

2015

 

Drakonsoul RPG – iOS / Android, unreleased

2014 – 2015

 

The Hunger Games: Panem Rising – iOS / Android, Kabam

2014

 

Lord of the Rings: Legends of Middle-earth – iOS / Android, Kabam

2014

 

The Hobbit: Armies of the Third Age – Web / Facebook

2013

 

The Hobbit: Kingdoms of Middle-earth – iOS / Android – $400m+ revenue

2012

 

Final Eden – Web – full reskin of EdgeWorld

2012

 

The Godfather: Five Families – Web / Facebook

2012

 

EdgeWorld – Web / Facebook

2012

 

Dragons of Atlantis – Web / Facebook

2011

 

 

CREATIVE DIRECTOR, PUBLISHING

 

Creature Academy – mobile, Netmarble

2014

 

Metal Skies – mobile, WeMade

2014

 

Blades of Excalibur – web, JoyYou – full reskin

2014

 

Ravenmarch – web, GameReign – full reskin

2014

 

Wartune: Hall of Heroes – mobile, 7th Road / Hoolai

2013

 

Runes of War – mobile, Pearl in Palm

2013

 

2000 – 2010

ART DIRECTOR

 

PLANET MOON STUDIOS

BEYONCÉ: Star Power → [dance / motion] – XBOX Kinect / PS3 Move / Wii, unreleased

2009 – 2010

Disney’s Tangled – Wii / DS, Disney Interactive

2010

 

The SIMS 3 / The SIMS 3: Life Moments – Wii, EA

2009 – 2010

 

Drawn To Life: The Next Chapter – Wii, THQ

2009

 

My Amazing Story → [adventure] – XBOX 360, Microsoft Game Studios – unreleased

2007 – 2009

 

Booty Blocks → [puzzle] – iPhone / Facebook

2008

 

Brain Quest: Grade 3 & 4 / Grade 5 & 6 – PSP, EA

2008

 

Battle Of The Bands → [rhythm-action] – Wii, THQ

2008

 

Smarty Pants → [family / trivia] – Wii, EA

2007

 

After Burner: Black Falcon – PSP, SEGA

2006

 

Conan: Queen of the Black Coast – PSP, THQ – unreleased

2005 – 2006

 
 

LEAD ARTIST

 

INFECTED – PSP, Majesco

2005

 

Armed and Dangerous – PC / XBOX, LucasArts – Award-winning

2003

 

Giants: Citizen Kabuto – PC / XBOX, Interplay – Multiple Award-winning

2000

 

2004

SENIOR ARTIST

CRYSTAL DYNAMICS

Project: Snowblind (Deus Ex franchise) – PS2 / XBOX, Eidos

2004

 

1994 – 2000

LEAD ARTIST

ACCOLADE

Slave Zero – Dreamcast / PC, SEGA

1999

 

Deadlock – PC / Mac – Editor’s Choice

1996

 

ARTIST | ANIMATOR

 

Jack Nicklaus 5 – PC – ★★★★★ rating + Editor’s Choice Award

1996

 

Hardball 4 / Hardball 6 – PC / Genesis

1994, 1996

 

Unnecessary Roughness ’95 – PC / Genesis

1994

 

Zero Tolerance – Genesis – first and only FPS on classic consoles

1994

Get In Touch

Let's Work Together

Available for art direction engagements — embedded, advisory, or contract. Early-stage studios, teams scaling to production, and co-dev transitions are my sweet spot.