Sky Elements — Developer, Animator
2024–2025
At Sky Elements, I served as both a developer and animator. On the technical side, I engineered a Blender-to-Unreal workflow that streamlined the proccess down to a one-click transfer, optimized our import/export processes which reduced turnaround time from hours to minutes, and built algorithmic toolsets for curve-based designs, dynamic formations, and complex color animations. These innovations empowered the team to handle larger, more complex shows with speed and creeative flexibility.
At the same time, I animated full productions for clients including Lost Lands, Blizzard, MrBeast, Boots in the Park, and our flagship holiday show — consistently delivering under tight deadlines while leading the development of tools the team relied on every day.
Electronic Arts — Senior Game Designer
2022–2023
At EA, I was the principal designer of the dynamic opening cinematic for Super Mega Baseball 4, a feature that set the game’s tone from the first moment. I also designed the Legends feature, producing over 200 authentic character likenesses from modular assets. I was responsible for reworking in-game cameras and presentations, modeling, texturing, and lighting the main home screen UI with dynamic character animations, and owning art and branding for Legends League teams. I also created a Dynamic Sky Generator tool that rendered all stadium skyboxes for gameplay environments. Much of this was done alongside marketing and operations, where I helped shape how the game presented itself both in and out of gameplay.
Mountain Concepts — 3D Rendering Specialist
2021
For Mountain Concepts, I produced architectural visualizations for David Spear, taking high-level design ideas and rendering them into compelling 3D experiences for potential clients.
Sony Interactive Entertainment — Senior Game Designer
2017–2021
At Sony, I was the principal designer of Stadium Creator in MLB The Show, the flagship next-gen feature that distinguished the PlayStation 5 launch. I also led Road to the Show’s interactive RPG storylines, directed in-game cinematics, and enhanced presentation systems to deliver continuity across long-term progression. As product owner, I drove the design of Diamond Pack openings and other high-visibility features, balancing clarity, excitement, and polish. I collaborated closely with engineers and artists to ensure gameplay presentation matched the ambitions of a top-tier sports franchise.