From 2013-2015, I was a Co-Founder / Lead Designer at Shield Break Studios.  On July 2015, we launched Bierzerkers on Steam Early Access.   Bierzerkers is a stylized third person melee combat game set in the Viking afterlife of Brewhalla.  Here are some images from the project:

Halo: Reach

On Halo: Reach I was the art lead in charge of the multiplayer space station map called Condemned.  I also contributed environment art and skybox work  to the other Defiant maps.

“The Condemned map takes place after the fall of Reach, as the Covenant destroy remaining human ships and scorch the planet’s surface. Taking a look outside the space station’s windows reveals this desperate view, and it’s truly a sight to behold. This is one of the most vibrant multiplayer maps I’ve seen in the Halo series so far.”  –, Defiant Map Pack Hands-On Preview

“The rest of Condemned is a warren of interweaving decks, corridors, and platforms that seem like some of the most intriguing new battle spaces we’ve seen for Reach.”, Defiant Map Pack Preview

Call of Duty: Black Ops

On Call of Duty: Black Ops, I was an environment art sub-lead of the Certain Affinity team.  I worked on the Havana MP map, managing junior artists.  I received the map after Treyarch’s level team had completed the level design layout and I  went about the task of transforming it visually from Cairo, Egypt (Pyramids and all) into Havana, Cuba.   I also worked on the first Black Ops map pack, where I contributed props and skybox work to the Zombie co-op map, Ascension.



Resistance: Burning Skies (PS Vita)

I worked remotely on this PS Vita game from Austin, TX for the good folks at Nihilistic Software in San Francisco.    It was a great experience and a challenging project.   The hardware limitations of the handheld device made it very difficult to make compelling multiplayer spaces.  I had to resort to some pretty zany tricks to make levels that were big enough for 8 people to run around in while keeping the sight lines very short in order to keep the frame rate from tanking.

Call of Duty: World at War DLC 3

I worked as an Environment Artist on a multiplayer map called Battery for DLC Pack 3.  Mike Clopper starred as Level Designer.  The map is based loosely off of Fort Drum, “the concrete battleship” from WWII in Manila Bay, Phillipines.

Here are some shots of areas that I worked on:

Call of Duty: World at War DLC 2

Certain Affinity created all of the MP levels for the 2nd DLC pack for Call of Duty: World at War.  On this project, I worked as a Level Designer on the Sub Pens map and then worked on the map, Banzai, as the Environment Artist with Steve Massey starring as Level Designer.

This gorgeous, jungle-themed map is openly acknowledged by developer Treyarch as the most beautiful map in World at War, and for good reason. Its stunning waterfall, tranquil river, and lush detail brings intense warfare in direct conflict with Banzai’s natural paradise.”, Map Pack 2 Preview

Here are some Xbox 360 shots of the maps with areas that I worked on:

Call of Duty: World at War (360 / PS3 / PC)

Activision and Treyarch tapped Certain Affinity to co-develop the multiplayer for Call of Duty: World at War.  I joined Certain Affinity at the very beginning of the project and had a blast working with a great team of artists and designers creating levels for a major franchise.  I worked on 3 of the 4 vehicular maps, Downfall, Outskirts, and Roundhouse.  For most of the project, I was a level designer, but after level designs were complete, I transitioned over to environment art in order to assist the severely understaffed art team.   Here are some samples of areas that I worked on for Call of Duty: World at War.

Crimson Alliance (XBLA)

I worked on this Action RPG project as an environment artist during the pre-production cycle, before moving on to Black Ops.   It was a fun break from doing the super polished Call of Duty work.  I had the opportunity to explore a wide variety of different art styles before the stylized look was chosen.  A lot of the assets I made during the style guide creation ended up showing up in the final game and in these screenshots, which is always a bonus.


Mausoleum 3D prop done in 3ds Max, Zbrush, and Photoshop, back in 2008.

Tabula Rasa

My first industry job was working for NCSoft Austin as a World Builder on the MMORPG, Tabula Rasa.  This role was a combination of level designer and terrain artist.