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.
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
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
2008 to 2009 | Volunteer Art Teacher
DigiPen Summer Workshops Program
2006 to 2008 | 3D Animation Workshop Instructor
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.
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.
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.
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.
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.
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