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