PROJECTS

The Last Sentinel

Bringing a large-scale open world AAA game to market

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Quiver

Turning everything I know into an independent concept game

WORK CASE STUDIES

  • Improving Cross-Team Workflow

    Communication gaps between animation and design created delays and unclear priorities.

    What I did 
  • Animation Pipeline & Mocap Coordination

    Complexity in motion capture scheduling and asset integration created bottlenecks.

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  • Playtesting & Player Experience Feedback

    Need for clearer insight into how gameplay felt during development to provide upper management with actionable changes.

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