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.