Destiny 2: The Edge of Fate | Proprietary Engine

  • Built a large-scale destructive laser event for a major boss kill sequence.

  • Designed and implemented environmental systems such as oozing fog and heat smoke for industrial vents.

  • Created a transmitter VFX asset with distance-based readability: pin-light flares at range, transitioning to mesh bulbs up close, plus broadcast signal rings and a destruction sequence with persistent sparks.

  • Developed interactive gameplay FX including relay FX, rocket launch sparks, stylized pickups, item flares, and transmat res-in / res-out effects.

  • Set-dressed environment VFX across the Kepler destination, delivering ambient coverage with ground fog, dust falls, spores, fog wraps, smoke, ash, and electrical arcs.

Dune: Awakening | Unreal Engine 5

  • Environmental FX: Ship crash pyro set dressing, fog, dust, emissives, electrical hits, creature FX, and large scale set piece sims to elevate atmosphere and level readability

  • Character Abilities: Projectiles, weapon swipes, spells, impacts, movement trails. Synced through animation notifies and gameplay blueprints

  • Weapons: Muzzle flashes, trails, impacts, blood hits, decals; collaborated with design populating datatable VFX inputs for surface hits.

  • Research & Development: Drove early Niagara R&D, building dozens of exploratory assets that influenced design direction and contributed directly to final production game effects

The Last of Us: Part II | Proprietary Engine

  • Weapons VFX: Created realistic muzzle flashes, bullet impacts, shell ejections, and surface decals with grounded, high-fidelity response

  • Environment VFX: Developed water simulations, ocean shader tuning, and caustics setups; built fog, mist, spores, sand, and dust systems; placed custom FX across narrative levels to reinforce mood, tension, and story beats

  • Cinematics: Delivered in-engine cinematic VFX including underwater bubbles, character-water interaction, and blood spatter; contributed to live-action reference shoots with a focus on blood behavior studies

Darksiders III | Unreal Engine 4

  • Created character and environmental FX for cinematics in Sequencer to support story moments and maintain visual cohesion

  • Kitbashed existing FX libraries for rapid turnaround while maintaining high quality

Dragon Front (VR) | Unreal Engine 4

  • Character Abilities: Real-time 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


Personal Experimentation | Unreal Engine 5

  • Niagara fluids study

Personal Experimentation | Unreal Engine 4

  • Houdini pyro sim → Unreal

Personal Experimentation | Unreal Engine 4

  • Rocket flurry with event impact study

Personal Experimentation | Unreal Engine 4

  • Live action film → rotoscoped fire mask → Unreal

Personal Experimentation | Unreal Engine 4

  • Cannon Blast with rock fracture study

Art Test 2011 | Unreal Engine 3 (UDK)

  • Built the full low poly environment and optimized real-time VFX for a mobile game test, adhering to strict particle count and performance budgets.