Art Direction & Craft
Over a decade in game development - doing the work and directing the people who do it. That combination of hands-on execution and strategic vision is what defines how I operate. I work across the full visual stack: character design and animation systems, environment art, VFX, UI direction. I don't just hand off briefs and wait for results. I get into the frame, solve the actual problem, and set the standard the rest of the team builds on.
How I Think About Work
I build things that survive scale. Pipelines that keep working when the team doubles. Visual systems that stay consistent when six hands touch them at once. Standards that let artists focus on craft - not on re-explaining intent every two weeks.
Quality and speed aren't opposites when the foundation is right. I've shipped under real pressure enough times to know the difference between cutting corners and cutting waste. And I've been a founder long enough to know which one actually moves the needle.
Works
Have a project in mind? Let's talk →
Start a project →Work With Me
Not sure which format fits? Describe the task — I'll suggest one.
Let's figure it out →