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Highly versatile cinematic designer with several years of game industry experience and a solid technical background. Specializing in cinematic and narrative design, machinimas, and video-editing. Also well-versed in gameplay and level scripting, and nurturing an interest in creative storytelling.

Skills & Specialties

Cinematics, Cutscenes, Machinima, In-Game Scripted Events, Narrative Design, Level / Gameplay Scripting, Video Editing, Motion Graphics, Modeling, Texturing

Tools & Software

Unreal, Maya, 3DS Max, Premiere, AfterEffects, Photoshop


Lua, Java, C++ , HTML



Senior In-Game Cinematic Artist
Blizzard Entertainment, 2014 – Present

  • Project Lead for Real-Time Cutscenes on World of Warcraft.
  • Responsible for creating the Real-Time Cutscene pipeline within the In-Game Cinematics department for World of Warcraft.
  • Establish technical and artistic guidelines used towards training new team members.
  • Create, design, and implement in-game cutscenes using both in-engine and pre-rendered pipelines for World of Warcraft.
  • Responsible for implementing and designing cinematic crowds for World of Warcraft.
  • Create and design trailers and marketing pieces using a pre-rendered pipeline for Heroes of the Storm.
  • Design and animate cameras, with heavy emphasis on cinematography and composition.
  • Contribute ideas to the development of stories and scripts by collaborating with designers, directors, and artists.
  • Stage, capture, and edit gameplay footage for use in promotional materials.
  • Troubleshoot bugs and optimize performance issues.
  • Projects: Heroes of the Storm, World of Warcraft: Warlords of Draenor, World of Warcraft: LegionWorld of Warcraft: Battle for Azeroth

Cinematic Designer
High Moon Studios, 2010 – 2013

  • Create, implement, and troubleshoot in-game cutscenes, FMVs, scripted events and world ambiance.
  • Insert actors, assign animations, place FX and cameras in order to advance the game narrative.
  • Set up shots and animate cameras for cinematics and interactive moments.
  • Write scripts and dialogue, invent story ideas and concepts.
  • Collaborate with level designers to craft unique gameplay moments and mechanics.
  • Stage, capture, and edit gameplay footage for use in promotional materials.
  • Projects: DeadpoolTransformers: Fall of CybertronTransformers: Dark of the MoonTransformers: War for Cybertron

Level Scripter / Designer
Liquid Entertainment, 2010

  • Responsible for the maintenance, implementation, and optimization of an entire level.
  • Scripted, enhanced, and troubleshot combat encounters, gameplay mechanics, and level events using Unreal Editor.
  • Created in-game cinematics in Matinee using pre-existing library of assets, animations, and VFX.
  • Implemented gameplay and cinematic cameras.
  • Projects: THOR: God of Thunder

Cinematic Artist & Scripter
Double Helix Games, 2007 – 2010

Freelance Machinima Artist
Machinima.com, 2009

  • Captured, staged, and spliced in-game footage and promotional renders using Premiere and AfterEffects.
  • Researched and wrote short narratives based on subject lore to further expand back-story.
  • Provided direction for voice overs and edited sound effects and music to enhance narrative depth.
  • Projects: Dragon Age: Origins PrologueAvenue GTA

Freelance Maya Artist
Buck LA, 2006

  • Modeled, unwrapped, textured, and animated environments, assets, and characters using Maya.
  • Projects: Cingular Push-to-Talk, TV Land

3D Game Artist Intern
Mad Doc Software, 2005

  • Modeled and textured low-poly environmental and architectural assets using 3D Studio Max.
  • Projects: Stability Operations



Northeastern University
Boston, MA, 2001 – 2006

  • Bachelor of Science in Computer Science & Psychology
  • Minor in Animation
  • Main Programmer for Senior thesis game project, Hopeful Monster. Utilized Torque 3D game engine.