SUMMARY
Highly skilled video game Environment Artist with 15+ years of experience collaborating across disciplines and working on interdisciplinary rapid prototype teams. Proven expertise in managing art production pipelines and prototyping original IP, UX and gameplay design (especially for innovative hardware like Kinect and VR).
● Broad experience: modeling, shaders, particle systems, level design, set dressing, UX/UI and lighting
● Delivered GDC talks and ran GDC roundtables on effective ways to give and receive feedback
WORK EXPERIENCE
EPIC GAMES , Cary, NC- Remote 2021-2026, Environment Artist
Gameplay Research and Development Team
● Worked on small, interdisciplinary teams to prototype gameplay and other interactive experiences
Fortnite Festival: Dance with Sabrina
● Created prototype and demo as part of a three-person collaborative prototype team
● Modeled, textured and animated environment assets
● Assisted with lighting and other musical reactivity
Fortnite Festival
● Gray boxed, modeled, textured and animated environment assets
● Developed a workflow to prevent geometry from clipping with the existing cameras
● Prototyped and created the production models for kinetic sculptures in Season 6 (Snoop Dog)
Fortnite Creative: Patchwork (Modular Synthesizer) Devices
● Prototyped UX and aesthetic design that allowed the devices to:
o Plug into each other, expand to reveal layers of information, and visualize their functionality
● UX, level design, set dressing, lighting and additional modeling for the tutorial levels in UEFN
HARMONIX MUSIC SYSTEMS , Cambridge, MA- Hybrid 2009-2021, Senior Artist (Generalist)
Lead Environment Artist: Unreleased Music Game
● Concepted, level-designed, modeled, textured, set dressed and implemented the lighting for 10 levels
● Designed a pipeline to reuse camera shots with multiple levels
VFX Artist: Twitch Sings
● Created custom shaders for musically reactive backgrounds
● Recorded and cleaned-up motion capture data for avatar animations
Art Lead and UI Artist: Rock Band Rivals Expansion and Seasonal Rewards
● Art directed development of 18 months’ worth of reward assets for Rock Band Rivals season challenges
o Hired, mentored and managed 5 art associates who produced most of these assets
● Designed a custom shader, prototyped and created a production pipeline for customizable gem tracks
● UX Design and UI implementation for new Rock Band Rivals features, including a new scoring system
Art Lead: Fuser Prototype Team
● Art directed the prototype and initial demo for the game that became Fuser
UX Designer and UI Artist: SingSpace VR
● Designed the gaze-reactive UX and diegetic UI for selecting songs and customizing avatars
● Modeled, textured and animated 3D models that transformed based on the player’s gaze
● Presented lessons learned about creating gaze-reactive, diegetic UI for VR at the Game Developers Conference VR Summit
Environment Artist: Harmonix Music VR
● Designed, prototyped, modeled, textured and animated a kinetic, 3D music visualizer in Virtual Reality
Character Artist and Technical Artist: Rock Band 4
● Character Artist in charge of crowd assets
o Concepted, Modeled and texted 20 character variations for the crowd
o Implemented and optimized the crowd models and animations
● Worked as a Tech Artist to help design and implement a physics system for secondary motion
o Rigged, skinned, and implemented every asset in the game that used this new physics system
Art Generalist and Prototype Artist: R&D Team
● Worked on interdisciplinary teams of 4-5 people
● Designed and prototyped music-based gameplay and experiences
Lead Environment Artist: Disney Fantasia: Music Evolved
● Co-art directed and helped design the initial demo for the pitch to Disney
● During pre-production:
o Worked on interdisciplinary teams
o Designed and prototyped musically reactive gameplay, landscapes and objects for the Kinect
● During early-production: Managed a team responsible for:
o Level design and set dressing landscapes to support the Fantasia narrative
o Environmental animation (animated models, textures, lights, etc.)
o Particle systems and other environmental VFX (fog, bloom, etc.)
● During final-production: Oversaw and managed the integration of all production art into the levels
o Created the pipeline for:
o Moving from gray box prototypes to production art
o Integrating final art into the gray box landscapes
o Rigged, skinned and integrated physics-based touchable objects (plants, etc)
Character Artist and Tech Art: Rock Band 3
● Concepted, modeled and textured character outfits
● Adjusted and polished character skinning for animation
TEACHING EXPERIENCE
Rhode Island School of Design , Providence, RI | Senior Critic in Illustration, Sculpture and Foundation Studies
New York Academy of Art , New York, NY | Anatomy and Sculpture Faculty
Hubei Normal University , Huangshi, Hubei, China | English and Literature Teacher
The Metropolitan Museum of Art , New York, NY | Artist Educator in Residence
EDUCATION
Master of Arts in Sculpture, The University at Buffalo, Amherst, NY
Master or Arts in Figurative Studies, The New York Academy of Art Manhattan, NY
Bachelor of Arts in Humanities, The University of Chicago, Chicago IL
PRESENTATIONS AND WORKSHOPS
Jackbox Games, Chicago, IL, Effective Feedback Workshop (webinar), 2026
GDC (Game Developers Conference), San Francisco, CA, Effective Feedback and Critique remote round table discussions, 2021, 2022, 2023, 2024
Boston Post Mortem (Boston Chapter of the International Game Developers Association), Revisiting the Culture of Critique (webinar), 2020
GDC (Game Developers Conference), San Francisco, CA, Effective Feedback and Critique round table discussions, 2018, 2019
Boston Post Mortem (Boston Chapter of the International Game Developers Association), The Culture of Critique, 2019
VRDC (Virtual Reality Developers Conference), San Francisco, CA, Mind Control in Mobile VR: Gaze Activated UI in SingSpace, 2018
GDC (Game Developers Conference), San Francisco, CA, Improving the Culture of Critique: Communicating Across Disciplines, 2017
PAX East (Game Convention), Boston, MA, It Feels So Good: The Ergonomics of Virtual Reality Games, 2017
VRDC (Virtual Reality Developers Conference), San Francisco, CA, Virtual Reality Museum Installations: Challenges and Rewards, 2016
GDC (Game Developers Conference), San Francisco, CA, Maximizing Critique: Improving Communication for Everyone Involved in Critical Feedback, 2016