I'm a geek, perfectionist, and glutton for punishment. Perfect for the games industry, right? Nothing matches the passion and crazy dedication I've worked alongside in the last few years and remaining a part of that is something I work towards every day.

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Riot Games / Los Angeles, CA


Staying in one place is boring anyway, right? My most recent move was to join Riot Games
in Santa Monica and I have served as the design lead for a number of initiatives since.
From web to mobile and even the game client itself, I have been lucky to enough to craft
interactive experiences for millions of passionate players around the globe.

  • Served as the interactive art lead for the Bilgewater in-game event, producing visuals for web and client experiences as well as maintaining strategic and thematic alignment within the initiative
  • In collaboration with a senior UX lead, redesigned the League of Legends game client landing page to incorporate a more robust publishing system and visual improvements to navigation, content, and social features. Executions included a three-tiered visual system, recommendations for layout customization, and quality of life improvements to current and upcoming features.
  • Created multiple design proposals currently in development, including a revamp of LeagueofLegends.com, an improved player account system, and the implementation of the universal web navigation known internally as “LoL Bar” that is currently live above all Riot properties
  • Created multiple design proposals currently in development, including a revamp of LeagueofLegends.com, an improved player account system, and the implementation of the universal web navigation known internally as “LoL Bar” that is currently live above all Riot properties
  • In collaboration with a senior UX lead, created visual designs for Riot’s first multi feature mobile application. Explorations included interactive prototyping, low and high fidelity visuals, and considerations for both Android and iOS platforms.
  • Visually developed an updated League of Legends brand style through comprehensive web and mobile explorations that has since been established as “1.5” and is reflected in all global materials
  • At various times produced internal, comprehensive style guides for future mobile applications, web experiences, content publishing systems, and in-game events as well as creating and distributing visual libraries and asset kits
  • Served as the art lead and point of contact for multiple outsourced projects, including the creation of concept art and external web development

senior interactive designer

NCSOFT West / Seattle, WA

JUL 2012 - DEC 2012

After traveling 3,000 miles to the left coast I setup shop in Seattle, leading the development of interactive solutions for titles including Guild Wars 2, Aion, Lineage II, Wildstar and Blade & Soul.

  • Owned the overall design, look, and feel of interactive projects including complete web site designs, mobile solutions, and marketing support materials
  • Served as visual lead for the Blade and Soul announcement web site, coordinating with brand managers, producers, and project managers in an agile environment
  • Tasked with creating visual recommendations to incorporate responsive design principles and improve existing browser experience for BladeandSoul.com following successful site launch
  • Collaborated on a complete site redesign for WildStar-Online.com, including the production of user experience documentation and high fidelity wireframes for new feature pages
  • Produced all visual design work for Aion’s 3rd Anniversary microsite
  • Created highly polished visual designs that leveraged and extended established Aion and Lineage brand standards and supported business needs
  • Managed multiple project timelines to consistently meet delivery expectations
  • Presented to studio representatives and project stakeholders

interactive DESIGNER

38 Studios / Providence, RI

NOV 2011 - MAY 2012

I worked alongside an amazing collection of industry giants, designing interactive experiences for the Amalur universe crafted by Curt Schilling, R.A. Salvatore and Todd McFarlane. Though the studio eventually closed its doors for good, the experiences gained here were invaluable.

  • Translated studio goals into unique visual solutions that supported an evolving brand
    including a redesign of the Amalur.com IP web site and user account management flow
  • Contributed user interface designs for a rapid paced internal project, adapting an existing tabletop game into a platform experience that integrated game to web technology
  • Served as design lead for the production of a mobile e-reader application leveraging an unpublished short story by R. A. Salvatore based in the Amalur universe
  • Took an active, hands-on role in collaborating with developers, visual artists, and user experience leads to produce designs that satisfied user needs and fit within technology frameworks
  • Created wireframes, screen prototypes, and functional specifications
  • Presented to studio representatives and project stakeholders


Astonish / Warwick, RI

SEP 2009 - NOV 2011


Orb Networks / Emeryville, CA

JUL 2005 - MAR 2006

interactive art director

Worldways / Providence, RI

FEB 2007 - OCT 2008



Bachelor of Fine Arts / Kingston, RI

SEP 2000 - MAY 2004

This degree covered a broad range of disciplines, with a focus on Graphic Arts and Design. Like most fine art students, I painted, sculpted, glued, and clicked my way through four years of formal education.


Expertise – Interactive Design, Interface Design, User Experience Design, Art Direction, Mentorship, Discipline Advocation

Hardware – Equally verse in both PC and Mac environments

Software – Expert level proficiency in Adobe Photoshop, Illustrator. Strong background in Adobe CC Suite including InDesign. Proficient in presentation tools including Adobe Acrobat, Powerpoint, and Excel.

Highly experienced in agile development environments