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About Me

I am an optimist with an insatiable curiosity for the connections between behavioral motivation and the creative process.

I have over a decade of experience as a trusted leader and individual contributor, best suited to small, independent, focused teams. My strengths are establishing and nurturing the harmony between design, art, and engineering. 

The difference between success and failure often lies in tiny details, details that can only come when a team is fully supported and recognized.

Skills

Practical: Creative/Art Direction, Product Design, UX/UI, Illustration, Animation, Rapid Prototyping, Marketing, Behavioral Science 

 

People: Team Building/Management, Mentoring, User Testing, Product Strategy, Presentation

 

Platforms: Mobile, Console, Desktop, Social

 

Programs: Adobe CC, Figma, Google apps

Honors

Google Game Launcher Competition

2018, Vietnam | Speaker, Mentor 

2019, Pakistan | Speaker

Game Developers Conference

2014 and 2017 | Speaker 

Hitchiker's Guide to Rapid Prototypes

The Art of Reanimating Plants vs Zombies 2

Big Brothers Big Sisters

2006 to 2016 | Mentor 

 

Americorps

2008 to 2009 | Volunteer Art Teacher

 

DigiPen Summer Workshops Program

2006 to 2008 | 3D Animation Workshop Instructor

 

Career Highlights

Head of Product Design

2017 to Present | Code.org

​Leading all aspects of Product Design in deep collaboration with Product and Engineering teams to deliver efficient and engaging experiences in the K-12 education space, reaching millions of teachers and students all over the world.

 

Lead Artist

2016 | WG Cells

Led the Art Direction of a new online multiplayer battle arena 3rd-person tank shooter game for mobile. Worked closely with leadership to generate pitch decks for new initiatives and assist with asset creation on other projects as needed.

Senior Artist

2009 to 2016 | PopCap Games

Wore many hats across a number of Plants vs. Zombies titles but had the most impact on PvZ2, where I helped define the theme, art style, and designed many of the plant and stage mechanics. After taking PvZ2 from inception to post-launch, I moved over to PopLabs, the R&D department, and led the creative direction for potential new IP.

 

Artist

2008 to 2009 | Robot Super Brain

Joined a four-person startup to design and create multiple casual games for iPhone. Our success was short-lived but we did get one app, GloBall, to the #1 iPhone Game spot in the app store.

 

Production Artist

2006 to 2009 | Nintendo Software Technology

​An internship that turned into a contract position, I worked as both a UI and Concept artist for various unreleased Wii titles, including the infamous Project H.A.M.M.E.R.

 

Education

Bachelor of Fine Art and Production Animation

2008 | DigiPen Institute of Technology

  • Graduated with Honors, Valedictorian

  • Awarded Robert B. McMillen Scholarship

  • Student body Vice President

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