I’m a senior concept artist with over 15 years in game development, combining strong fundamentals with a production-minded approach to design. My work spans characters, creatures, environments, and props across a wide range of visual styles, from grounded realism to stylized worlds.
At SuperGenius Studio, I’ve remained hands-on in day-to-day concept production while also guiding internal and external teams through the full 2D pipeline. I translate creative direction into clear visual solutions for clients, delivering rapid paintovers and actionable feedback to ensure work moves cleanly into 3D and downstream production.
Over the years, I’ve contributed to projects for Blizzard, Wizards of the Coast, Sony, Disney, and numerous independent studios. Alongside building worlds and defining visual language, I’ve mentored artists across seniority levels and partnered closely with producers and discipline leads to maintain quality, clarity, and momentum.
I’m at my best when I’m solving visual problems. I enjoy shaping ideas early, refining them through iteration, and helping teams raise the bar while staying grounded in real production constraints
At SuperGenius Studio, I serve as senior art director for the 2D department while remaining a hands-on lead concept artist. This dual role keeps me embedded in day-to-day concept production while overseeing internal and external teams of up to 20 artists across the full 2D pipeline.
I translate client vision into clear visual direction, provide rapid paintovers and structured, actionable feedback, and ensure work aligns with established IP while remaining grounded in real production constraints. We often function as a team-within-a-team for larger studios, and I act as a steady bridge between creative ambition and practical execution, helping work move cleanly into 3D and downstream disciplines.
Over the years, I’ve helped build and mentor a strong group of Portland-based artists while also collaborating with talented external teams around the world. Each project brings new visual and logistical challenges, and one of the most rewarding parts of the role has been growing alongside the artists I guide while continuing to sharpen my own craft.
At Liquid Development, I worked first as a freelance artist and later as an in-house contractor, contributing to fast-paced concept production for major entertainment IPs including Disney, Warner Bros., and Activision.
The environment demanded clarity, speed, and strong fundamentals. I developed characters, creatures, and environments under tight deadlines, often supporting early exploration, style tests, and kickoff phases to help align client vision before full production ramped up.
I collaborated closely with art leads and producers, helping translate feedback into clear visual direction and ensuring concepts were functional for downstream modeling and animation pipelines.
As a freelance illustrator for Wizards of the Coast, I created character designs, interior illustrations, chapter openers, maps, promotional pieces, and cover work across major fantasy IPs including Forgotten Realms, Eberron, Dark Sun, and Dungeons & Dragons 4th Edition.
Working within well-established worlds demanded a deep respect for lore, tone, and visual continuity. I collaborated closely with art directors to interpret briefs, refine ideas through structured feedback, and deliver final artwork that aligned with both narrative and brand standards.
This period sharpened my understanding of visual storytelling within established IP, strengthened my fundamentals, and reinforced the discipline required to contribute meaningfully to large, beloved franchises.
I began freelancing while still in college, building a client base across tabletop gaming, toy design, and board games. What started with local commissions evolved into collaborations with Wizards of the Coast and over a dozen companies working in established fantasy and licensed IP.
Operating independently required more than strong draftsmanship. I managed client communication, contracts, revisions, and delivery schedules while adapting to a wide range of visual styles and creative constraints. These years strengthened my fundamentals, sharpened my reliability under deadline, and taught me how to interpret and execute within established worlds.
That foundation eventually led me into the video game industry, where I began collaborating with local studios before transitioning into full-time production roles.