I'm an Environment Artist and Technical Artist with 5+ years of AAA game development experience,
including contributions to multiple Call of Duty titles at Activision. I specialize in creating immersive,
game-ready environments using modern pipelines—photogrammetry, PBR materials, and USD workflows. I'm actively developing environments that demonstrate
the technical and artistic quality expected in AAA production.
My unique value proposition: I combine deep technical expertise (USD pipeline development, custom tool creation,
PBR material systems) with strong artistic vision (environment storytelling, lighting, composition). I've shipped
games on multiple platforms (PlayStation, Xbox, PC) and understand the demands of AAA production schedules, quality standards,
and cross-disciplinary collaboration.
Core Competencies
Environment Art & Design - Creating immersive, game-ready environments for AAA titles
Technical: USD (Universal Scene Description), Python scripting, custom pipeline tools
AAA Game Development Experience
Activision Publishing, Inc. | Test Resource Group (TRG)
Contributing to AAA game development across multiple Call of Duty titles and other major franchises.
Working in fast-paced, milestone-driven environments with cross-disciplinary teams.
Call of Duty: Black Ops 7 (2025) - TRG - PlayStation
Tony Hawk Pro Skater 3+4 (2025) - TRG - PlayStation
Call of Duty: Black Ops 6 (2024) - TRG - PlayStation
Call of Duty: MWIII (2023) - TRG - PlayStation
Crash Team Rumble (2023) - TRG - Xbox
Call of Duty: MWII (2022) - QA, TRG - Xbox
Call of Duty: Warzone 2 (2022) - QA, TRG - Xbox
Call of Duty: Black Ops Cold War - TRG - Xbox
Call of Duty: Warzone 1, Caldera (2021) - QA, TRG - Xbox
Call of Duty: Vanguard (2021) - QA
Wolfenstein (2009) - QA
Key Contributions:
Ensured quality and performance standards across multiple platforms (PlayStation, Xbox, PC)
Collaborated with development teams to identify and resolve critical issues
Gained deep understanding of AAA production pipelines, asset workflows, and technical requirements
Worked on both single-player campaigns and large-scale multiplayer experiences
Experience with live-service games requiring continuous updates and content delivery
Education
Gnomon School of VFX
Props and Weapons for Games
Environment Creation for Games
Level Design
Brainstorm School
World Building 1
World Building 2
Fantasy Art
Fearless Design
World Building Story Telling
Art Center At Night
Intro to Product and Transportation Design
Visual Communication 1
University of Phoenix
Bachelor of Science in Information Technology, concentration in Software Engineering
Featured Work: AAA-Quality Environment Development
Currently developing environments under mentorship with Sean Koske, Lead Environment Artist at Infinity Ward.
These projects demonstrate technical proficiency with modern pipelines (USD, PBR materials, photogrammetry) and artistic quality
expected in AAA production.
North Hollywood Shootout
Area 51
Game Development Projects
Solo-developed games demonstrating full-stack game development capabilities: art creation, level design, gameplay systems,
and technical implementation.