I’m currently assembling portfolio materials from the projects I’ve been a key part of over the last several years and will be posting them in chronological order as they’re ready to share.
Click the headings below for more info on each project.
Password for unreleased content is “NDA” – you may need to refresh your browser after entering to view contents.
In 2022, I was asked to spearhead new product development and adoption of new technologies at Cryptic Studios after acquisition by Embracer and Gearbox Software. The first new project during this period was a multiplayer rogue-lite/souls-lite built in Unreal 5.
This project built on Cryptic’s strength in multiplayer-centric design and deep world building. This project was greenlit and in production prior to Embracer’s major re-structuring and Gearbox Software’s departure from the Embracer Group in 2024.
I’ll be adding more detail and imagery here soon, as this was a project that really expanded Cryptic’s capabilities and raised the the studio’s bar for visuals and gameplay.
Cryptic Studios partnered with Plastic Wax to create a cinematic trailer for Magic Legends Open Beta launch. This was the follow-up to a teaser trailer we collaborated on a few months prior, and built further from those foundations .
I was the dev-side art director for the trailer project, working with my counterparts at Plastic Wax, stakeholders at Wizards of the Coast and publishing partners at Arc Games to ensure that Cryptic’s character designs, environments, gameplay and audio elements were brought to pre-rendered life flawlessly.
Projects like this take heavy collaboration between the CG house, dev studio and IP holder, and can derail the game’s art staff if not managed properly. My job was to oversee quality, ensure smooth communication between all parties and provide detailed feedback, supplemental animation direction, timing and editing notes, paintovers, concept support and reference assets.
The game wasn’t as successful as we’d hoped it would be, but the trailer was a blast to work on, and still holds up today.
2016 was an incredible year for Cryptic Studios and Star Trek Online. For the first time ever, console audiences were able to take part in the largest and longest running Star Trek MMO.
Bringing Star Trek Online to the PS4 and Xbox One was a herculean effort, given the massive amount of live content, systems, UI and technical constraints of a bespoke MMO and engine initially designed for PC only.
Audience response was overwhelmingly positive, and the consoles went on to become a popular and highly profitable part of Star Trek Online’s business that continues to this day.
In July of 2016, Neverwinter was released on PS4. Following it’s earlier debut on Xbox one in 2015, Neverwinter’s success on console marked the beginning of new era of multi-platform development for Cryptic, widening the studio’s audience and market.
The effort to make Cryptic’s bespoke MMO engine, technology and games console friendly began slightly before my return to the studio in 2016, but having recently completed similar efforts to bring Diablo III to consoles at Blizzard Entertainment, I was able to assist in the final stages of console development, marketing and launch for both Neverwinter and Star Trek Online.
PC + Mac / PS3 + PS4 / Xbox One + Xbox 360 / Nintendo Switch
Role: Senior Art Department Manager (Blizzard Entertainment)
Managed and lead the art team responsible for Diablo III Reaper of Souls at Blizzard Entertainment.
Diablo III had a rocky launch in 2012, but clawed its way back into the hearts of fans with the release of Reaper of Souls in 2014.
This release marked a triumph for the art team as the group solidified a darker tone and style, stronger processes and better collaboration with design, production and within disciplines. With the additon of PS4 and Xbox One, the fidelity of art and capabilities of the proprietary engine were expanded.
From an art management perspective, this project was daunting, but incredibly rewarding. The makeup of the team rapidly changed from top to bottom in the months after Diablo III’s launch. My challenges included further galvanizing the art leadership team, backfilling departures, building a larger art team overall and finding ways to build art faster, smarter and more efficiently in order to bring a massive amount of content out on a challengingly ambitious timeline.
Role: Studio Art Director (Paragon Studios / NCsoft)
City of Heroes Going Rogue was the first full expansion boxed product for the City of Heroes franchise since City of Villains. It was also the first major retail release from Paragon Studios.
While dated by today’s standards, City of Heroes set the bar for the Superhero MMO genre with unmatched character and power customization, deep storytelling, and incredible combat and open-world mobility.
Going Rogue gave myself and the team a chance to move the themes, characters, powers and visual designs of the City of Heroes franchise toward a more modern, less comic book superhero aesthetic that gained popularity at the time through the popularity of films like The Dark Knight, Iron Man and Spiderman.
Fun fact: The Going Rogue trailer was one of my first collaborations with Plastic Wax, who at the time was just beginning to make a name for themselves as a relatively new player in animation and VFX. We collaborated again on the Magic Legends Open Beta Trailer several years later, and I think it’s safe to say we all grew quite a bit over that time!