Destiny 2: The Edge of Fate | Proprietary Engine
Set-dressed environment VFX across the Kepler destination, delivering cohesive full-map ambient coverage including ground fog, dust falls, spores, hanging spore polyps, fog wraps, smoke, ash wraps, and electrical arcs
Designed and implemented specialized environmental systems such as oozing fog and heat smoke for vents within industrial spaces
Developed and integrated interactive gameplay FX including destructible props, relay FX, rocket launch sparks, stylized pickups, item flares, and transmat res-in / res-out effects
Designed a transmitter broadcaster VFX asset with integrated pin light flares, using distance-based blending for strong long-range readability and transitioning to mesh-based bulbs up close, including the broadcast signal rings and a destruction sequence with persisting sparks
Built a large-scale destructive laser event for a major boss kill sequence
Dune: Awakening | Unreal Engine 5
Research & Development: Drove early Niagara R&D, building dozens of exploratory assets that influenced design direction and contributed directly to final production game effects
Character Abilities: Projectiles, weapon swipes, spells, impacts, movement trails. Synced through animation notifies and gameplay blueprints
Weapons: Muzzle flashes, trails, impacts, blood hits, decals, clarity focused setups; collaborated with design on datatable VFX inputs
Environmental FX: Fog, dust, emissives, electrical hits, creature FX, and large scale set piece sims to elevate atmosphere and level readability
The Last of Us: Part II | Proprietary Engine
Weapons VFX: Realistic muzzle flashes, bullet hits, shell ejections, decals with grounded, high fidelity response
Environment VFX: Water sims, particle water hits, fog/mist volumes, spores, sand and dust elements; ocean shader tuning. Placed custom FX across key narrative levels to enhance mood, tension, and story beats
Cinematics: Delivered VFX for in engine cinematics and contributed to live action reference shoots including blood behavior studies
Darksiders III | Unreal Engine 4
Created character and environmental FX for cinematics using Sequencer to support story moments and style cohesion
Dragon Front (VR) | Unreal Engine 4
Abilities FX: Real time ability effects across multiple factions and aesthetics, integrated through sockets and animation notifies
VR Optimization: Reduced GPU/CPU load through spawn rate tuning, shader simplification, LOD management, tessellation reduction, and draw call refinement
Outsource Review: Evaluated external FX work for technical accuracy, style alignment, and performance