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 of ground fog, dust falls, spore/ash/fog wraps, 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: Character spells, blood systems, movement trails. Synced through animation notifies/sockets, and gameplay blueprints

  • Weapons: Muzzle flashes, gun emissive effects, bullet trails, bullet impacts, blood hits, decals, weapon swipes. Collaborated with design building and populating datatable VFX inputs for multi-surface hits. Projectile/hitscan systems

  • 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: Generated water simulations in Houdini for river geo, ocean shader tuning, and caustics setups. Wrap tuning and placement for fog, mist, spores, and dust systems. Created and placed stirring leaves, altered water flowing systems and placed bespoke splashes and drips. Implemented custom FX across narrative levels to reinforce mood, tension, and story beats such as acid burns on recently deceased characters

  • Cinematics: Delivered in-engine cinematic VFX including underwater bubbles, character-water splash 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