I'm an experienced lighting artist with a background in game lighting, environment art, and illustration. Since 2011, I’ve worked across a range of studio environments—from small indie teams to large studios like EA, Activision, and ILM xLab, focusing on lighting for high-profile titles.
I hold a Master’s degree in Interactive Entertainment from FIEA, and I’m currently a Senior Lighting Technical Director at Industrial Light & Magic, working on games and immersive experiences. Most recently, I worked as the lighting lead on Marvel's What If...? An Immersive Story for the Apple Vision Pro.
My passion lies in using lighting to support a game's storytelling, mood, and gameplay. As I continue to grow in my career, I’m excited to keep exploring how compelling lighting can elevate world building and narrative in immersive experiences.
Star Wars: Beyond Victory - A Mixed Reality Playset (2025)
- Utilized Unreal Engine’s baked lighting system to optimize performance across VR and AR experiences while achieving the visual target of a Star Wars game.
- Collaborated with lookdev, environment, and tech art teams to achieve the iconic Star Wars visual style while adhering to perf requirements.
- Lit immersive VR environments and AR racing tracks to ensure visual consistency across platforms
- Created skyboxes to support the atmosphere and storytelling in VR levels.
What If...? An Immersive Story | Winner of the 2024 Outstanding Innovation In Emerging Media Programming Emmy (2024)
- Lighting Lead on What If...? An Immersive Story.
- Utilized Unreal Engine’s path traced lighting, shader lighting, and a projection system to bring the show's iconic painted backgrounds and cel shaded characters to life.
- Collaborated closely with lookdev, engineering, and tech art teams to develop and refine shader-based cel-shaded lighting for characters.
- Partnered with the environment team to achieve an environment lighting target that worked well with the projection-and-painting process it would undergo.
- Worked with tech art to integrate lighting elements that responded dynamically to VFX.
- Utilized Unreal Engine's Sequencer to animate and optimize character lighting for narrative moments and gameplay.
Unannounced Project
- Co-lead on unannounced project.
- Authored global and local lighting and post-processing volumes.
- Lit a variety of interior and exterior spaces with a focus on visual storytelling, gameplay clarity, and performance requirements.
- Worked with tech art, vfx, environment, and other departments to meet perf requirements while hitting visual targets.
- Led the lighting team on a ground-up AAA remake.
- Created physically accurate sun, sky, and atmospheric lighting setups to achieve realistic lighting.
- Lit interiors and exteriors using Unreal Engine’s Lumen system, balancing visual fidelity, gameplay readability, and performance.
- Coordinated with production, environment, FX, design, and cinematic teams to ensure lighting met cross-discipline goals, on schedule and at quality.
Call of Duty: Warzone
- Led a team of lighters, managing task assignments and bug tracking.
- Collaborated with lighting teams across multiple Activision studios to ensure we were achieving cohesive visual targets.
- Worked closely with production and environment teams to maintain deadlines.
- Authored reflection volumes and post process volumes for interior lighting.
- Lit interiors with a focus on visual fidelity, gameplay, and performance requirements.
- Lit and optimized front end lobby scenes, coordinating with environment and fx teams.
- Led lighting team on the Nakatomi Plaza Warzone update, ensuring we matched the visual target of the film while lighting for gameplay needs.
Black Ops 5: Cold War (Level: Echoes of a Cold War)
Black Ops 4: Zombies (Levels: Alpha Omega & Tag der Toten)
- Tuned sun, sky, and atmosphere settings for exterior levels.
- Authored reflection and post process volumes to achieve visual fidelity in both exteriors and interiors.
- Lit exterior and interior levels with a focus on gameplay, player progression, and story telling.
- Worked with tech art, fx, and environment teams to achieve both visual and performance targets.
Longshot: Madden NFL 18 (Cinematic Lighting Artist)
- Translated concept art into cinematic scenes, created mood, visual depth, and interest for cinematic camera composition in the Frostbite engine.
- Lit cinematic environments and character lighting, focusing on visual delivery and performance optimization.
- Worked with environment artists to ensure adherence to PBR standards.
- Performed optimization passes on all lighting scenes to ensure they are in performance.
Madden NFL 18 (Environment Artist)
- Created swarm systems in Houdini, and trained coworkers on workflows.
- Created environment assets and PBR textures in Maya, Photoshop, and Substance Designer.
- Brought existing assets up to PBR standards through texture and mesh modifications.
Rory McIlroy PGA Tour (Environment Artist)
- Modeled environment assets in Maya, pipelining them through Houdini and into Frostbite.
- Used aerial and ground-level references to recreate PGA courses in Frostbite.
- Led an art team through a project, from concept to completion.
- Designed UI layout and wrote style documentation for other artists’ use.
- Concepted and illustrated storyboards, environment assets, and props.
- Created spritesheets and implemented them into the game using XML.
Turtle Tumble:
- Modeled, rigged, and animated characters, accessories, and environment assets in Maya.
- Created level assets in Maya and implemented into game engine.
Grand Theft Auto: San Andreas (mobile release):
- Updated existing textures, created new textures, identified and fixed visual issues.
- Rigged two dimensional characters in 3DS Max.
- Animated multiple characters with idle, fight, and other animations.
- Imported animations into Unity.
- Illustrated environment assets and characters.
- Worked on animation spritesheets for 2d assets.
- Created UI icons and menus.
- Created concept art for characters, environments, and weapons.
- Illustrated UI icons and menus.
- Modeled 3D environment assets and characters.
- Animated weapons and characters.