Welcome! You've stumbled across my personal website which hasn't really been actively updated since around 2017! These days, I'm more likely to update social media than I am this website, but maybe some day that will change.

I am a Canadian VFX artist with more than a decade in the film and game industries.

After graduating from Sheridan College with a BAA in animation, I began working as a Product Specialist with the makers of Houdini, Side Effects Software Inc. There, I worked closely alongside the developers using pre-alpha software to create technical demos and help shape the direction of the tools. Initially, I supervised our interns and helped troubleshoot customer files. As I grew to see the recurring points of confusion that these groups had with the software, I took the initiative of creating training material for the Houdini community. I've since created online tutorials and taught at schools, events, conferences and in the workplace.

Through my career, I've worked on a wide variety of projects ranging from working as a Houdini VFX Artist/Technical Director on fully CG (Gnomeo and Juliet, Happy Feet 2) and live action (Jack the Giant Slayer, Ender's Game) films, to competitive multi-player (Gears of War 4, Darwin Project), and single-player games (Shape of The World, Mass Effect Andromeda, Season) and on game cinematics (Battlefront II, Battlefield V). I enjoy variety, and have on occasion branched outside VFX, hence my current assortment of job titles.

As a UX / Gameplay Designer, I focus on designing, prototyping, and polishing various areas that contribute to the game's overall feel, including camera behaviour, controls, haptic feedback, UI navigation, and ergonomics while constantly striving to improve accessibility and the fun factor.

As a Technical Artist, I act as a problem-solver and focus on providing and iterating on tools for the artists on our team using a combination of Houdini, Houdini Engine, Visual Studio, and Unreal Engine. Such tools may range from improving workflows for LOD and Collision Geometry generation, texture generation, to tools for generating environmental assets and effects.

As Lead VFX Artist, I apply a range of technical and artistic skills along with personnel and project management abilities in order to drive the visual quality of a project and ensure that the game is engaging, satisfying, and eye catching - while overseeing other artists on the creation and polish of a variety of game effects.