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Experience

July 2025 - Present
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Red Games - Associate Producer

Currently supporting art production on Crayola Coloring Apps, owning organization and delivery of art content. Responsibilities include feature scoping and t-shirt sizing, milestone tracking, ticket management, freelancer coordination, localization delivery, and maintaining archival systems through connected spreadsheets and documentation.

​Projects: Crayola Create & Play, Crayola Scribble Scrubbies,

Coloring with Blippi and Friends, and support work on Chickfilia Code Moo

Hit 100% on‑time releases since Sep 2025 across four content drops by building a LiveOps calendar, scoping consistently, and balancing workloads for up to eight freelancers. Delivered 1,050+ coloring pages end‑to‑end: illustration intake, Unity implementation, regional configs, partner approvals, and QA. Cut Art Director overtime from ~3 hr/night to ~1 hr/week through capacity planning and resource documentation. Stabilized live builds by triaging 20–40 issues/week with a 15‑minute mean time to first response, keeping submissions on track. Launched localization in ID/FR/PT/ES via a vendor pipeline with 1–2‑day turnarounds and minimal localization QA regressions. Reduced costs and freed ~1 engineer‑day/week by delegating Unity imports/tagging/configs to trained freelancers. Planned 20 LiveOps content packs through Mar 2026 using a capacity‑based roadmap. Designed a cross‑discipline ticket workflow and built a Google Sheets scheduler + content status dashboard adopted across teams. Unblocked two cross‑promo campaigns (Scribble Scrubbies → Arcade; Paddington → Create & Play) by sequencing approvals and delivering implementation‑ready specs to engineering. Protected a critical release by diagnosing a major pet animation issue and coordinating an overseas vendor fix close to submission.

March 2023 - July 2025
Red Games - 3D Artist
2yrs 5 mos
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3D Artist on multiple LEGO titles (LEGO Brawls, UEFN Dreamers vs Chaser, LEGO Battle Arena). Focused on asset creation, texturing, procedural materials, optimization, and in-engine prop placement, with additional character accessory work on Crayola Adventures.

Projects: LEGO BRAWLS, Ninjago Battle Arena, Dreeamzzz Chasers Vs Hunters, Crayola Adventures

Worked in Maya, Zbrush, Marmoset, Unreal and Unity for various projects and goals. Created 3D assets for to suit multiple styles such as LEGO Brawls, Fortnite for UEFN projects, and Crayola Adventures on Apple Arcade. Modeled character accessories and props in Maya using clean, animation-ready topology, iterating shape language according to Art Director feedback. Created LEGO-specific assets in LEGO Digital Designer by studying and applying LEGO’s internal guidelines for brick construction, established color palettes, and approach to integrated IPs using their brand. Used a ZBrush to Marmoset high-to-low workflow to sculpt stylized assets, bake details, and produce clean, game-ready models. Hand-painted and textured assets in Substance Painter using nondestructive workflows, as well as ensuring consistent surface detailing across props. Developed stylized procedural materials in Substance Designer to match Fortnite’s visual identity for UEFN projects. Collaborated closely with Art Directors and concept artists to align on style, proportions, quality expectations, and brand guidelines. Streamlined scene performance by reducing material count, tightening polycounts, lowering material-related draw calls, and minimizing transparency-related overdraw. Understanding and practice in optimization practices for object collision, UV optimization, profiler use to diagnose issues, and texture packing.

Education

August 2023 - May 2025
Salt Lake City, Utah, USA
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University of Utah - GPA 4.0
Masters in Game Production and Development

Graduate studies centered on production systems and soft skills, paired with art lead responsibilities including art direction, optimized pipeline creation, artist mentorship, and asset review.

Projects: Gibba Gibba, Plushie Blaze

Set standardized production processes for other producers through clear Jira ticket creation documentation, tag filtering, and backlog maintenance. Ensured the funding, production, and delivery of 100+ custom plushes for the game by utilizing pre-orders at showcases and working with the manufacturer to ensure quality. Established a scalable custom art pipeline to meet the performance goals for the Nintendo Switch while ensuring consistent quality and stylization across the art team. Reduced production time by 50% within the team’s asset pipeline by establishing a workflow enabled through clear documentation and task tracking. Created standardized production processes for other producers through clear documentation of Jira ticket creation, tag filtering, and backlog maintenance. Tracked dependencies by utilizing feature based Jira epics, connecting tickets, and creating a project road map.

August 2019 - May 2023
Salt Lake City, Utah, USA
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University of Utah - GPA 3.962
Bachelors in Game Development

Developed core art and technical skills through environment art, procedural materials, shader work, and game development in Unity and Unreal.

​Projects: Pip's Journey, Space Out, Hell of a Racket

Created spreadsheets and documentation to track art assets and art pipeline | Tracked 60+ assets, 61 of 63 assets made it to the final product Communicated with designers on the cost of new features, for example, what art assets were needed, engineering time required, and added complexity | Saved 3-4 weeks of development time by mitigating a potentially problematic design feature Communicated with artists when the pipeline had to be altered to accommodate a new gameplay mechanic or technical limitation Spoke often with the engineering team to clarify constraints and needs for game features | Tracked and followed 15+ bugs Worked with the team to determine and prioritize most important tasks | 100+ Tasks created and prioritized in the last 2 months of development Rigged and animated main Pip character on Pip's Journey as well as imported into Unreal ready for engineering to hook up Created Visual Effects for Pip's Journey using Niagara including connecting an effects intensity and color to tilt functionality for a dynamic effect. Created concepts, hand painted 3D assets, and led all art team discussion on Hell of a Racket

August 2018 - March 2019
Groningen, The Netherlands
Hanze University of Applied Sciences
Game and Interactive Media Design

Studied for almost a year abroad in a games program working with students from across Europe on small game projects.

I Work at Redgames as an Associate Producer

I currently work with the Crayola team helping them in all their production needs

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