

Hello there!
I began my game design journey at 17, cutting class to build Duke Nukem deathmatch levels for my local LAN arcade back in ’97. A couple of years later, I discovered 3DS Max and dove into environment art, which eventually led me to working in Unreal Engine 3 as well.
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After some twists and turns, I landed my first industry role as an Environment Artist on several Guitar Hero ports. Midway through my career, I pivoted to Level Design and that’s where I really found my niche. I love worldbuilding in every sense: not just arting out physical spaces, but crafting their composition and layouts, then bringing them to life with traversal, encounters, traps, and puzzles. My process borrows heavily from theme park design and Nintendo’s four-step approach, and I am a firm believer in iteration, collaboration, and form following function.
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Flash forward to today: whenever I am asked what I would do for a living if money were not a factor, my answer, despite the state of the industry, is always the same: exactly this!
