I'm an Associate producer at Turbosquid, doing gamedev, AR, and VR R&D. I also do contract environment art - I'm currently working nights/weekends as an artist on an indie game called Due Process.

I'm a graduate of Louisiana State University with a major in Computer Engineering (B.S.E.E) and a minor in Computer Science with a focus in 3D data structures and rendering pipelines.

I cultivated a deep technical understanding of game art by cutting my teeth with the source engine. I've since moved on to more modern platforms like Unity 5 and UE4, but I still hold true to the idea that producing art that is functional is just as important as producing something visually impressive.

View my resume here.


  • Hard Surface Modeling
  • Low-poly Modeling
  • Texturing
  • UI Design
  • Shaders
  • Software Proficiency

    3ds Max
    3ds Max
    Unreal Engine
    Unreal Engine
    Quixel Suite
    Quixel Suite
    Substance Designer
    Substance Designer
    Marmoset Toolbag
    Marmoset Toolbag


    Associate Producer

    September 2016 - Present | New Orleans, United States of America

    -Research and Development related to real-time 3D rendering pipelines.

    -Construction of VR gallery experiences using the Unreal Engine, including blueprint logic and project shipping.

    -Experimental AR research using Unity and Hololens.

    -Research into Amazon Lumberyard and developing a standardized internal asset pipeline.

    -Writing training articles and direct communication with artists interested in authoring content for real-time engines.

    Contract Environment and Technical Artist

    Giant Enemy Crab
    January 2015 - Present | Remote

    -Environment artist working on modular, stylized low-poly assets for Due Process, a Unity game.

    -Art designed with a unique neo-retro style - textures average 64x64 to 128x128, with 'pixel art' normals and PBR shading.

    -Creation of custom shaders with Shader forge and technical art pipeline optimization.

    Prop and Texture artist

    Obsidian Conflict
    June 2010 - October 2014 4 years 4 months | (Source Mod)

    -Charged with creation of 3D and 2D assets, as well as promotional artwork, Steam storefront, and HUD design.

    -Duties included converting material to conform to legal contracts with Valve Software for Steam release.

    -Audited mod resources and assets to reduce overall size and increase performance for lower end platforms.

    Source Engine Environment and Technical Artist

    Commission Work
    May 2013 - April 2014 11 months | Remote

    Cloud Odyssey

    -Design and creation of environments, props, user interfaces, and logos for a project funded by Oracle.

    -Per-item freelance work that generated over three gigabytes of game ready content targeted for all Source branches.

    -Public releases of component content have collected tens of thousands of downloads on the Steam workshop.

    Contagion Release Trailer

    -Technical and shader work for Source powered game release trailer

    -Converted generic texture maps to those compatible with the engine and additional trailer specific art

    -Technical direction and implementation of a better facial animation system for character models