About
I've spent over a decade in game development, from RPGs to real-time strategy, across studios like Blizzard, inXile, and Uncapped Games. I'm not interested in AI hype. I care about what these tools actually let you ship: more ambitious work, with smaller teams, on tighter timelines.
From level design at inXile, to 3D art and game design at Blizzard, to building a sci-fi universe from scratch as lead writer and environment artist at Uncapped Games — I've spent 13 years filling disciplines most people pick one of. Usually more than one at a time. I work best when the problem isn't solved yet. I'd rather iterate ten times than ship something I wouldn't use myself.
What I Do
AI-Native Workflows 01
Designing and implementing practical generative AI pipelines to accelerate production. Focuses on rapid iteration for concept art, automated 3D asset generation, and workflow optimization to empower smaller teams to ship more ambitious work.
Writing & Narrative 02
World-building, dialogue writing, deep lore documentation, and cinematic scripts for interactive mediums. Emphasizes cohesive narrative design integrated seamlessly with gameplay systems and art direction to create believable, structurally sound universes.
Environment Art 03
Full-pipeline 3D environment creation, from grayboxing to final polish. Includes high-fidelity prop modeling, modular set dressing, atmospheric lighting, and hand-painted or PBR texturing for stylized and realistic worlds.
Content Design 04
End-to-end content implementation including branching quest design, spatial level layouts, systemic encounter scripting, and rigorous gameplay tuning to deliver compelling player experiences and narrative payoffs.