I make games look great.

I lead lighting and VFX teams on AAA action-adventure games. I’m currently an Associate Art Director at That's No Moon.

Previously: Gears 5, Gears of War 4, Space Marine, Dawn of War II.

Vancouver, Canada.Background image: Crossfire, a work in progress at That’s No Moon.

Scroll down to see my work.

Here’s some of my work.

 
Sailing through an extreme sandstorm in Gears 5.

Gears 5 & Hivebusters

At The Coalition I led a team of real-time VFX artists, senior and junior. I also crafted Kait's hallucinations and helped develop the self-healing ice system. Unreal Engine 4.

Floating through the colorful forests of Shape of the World.

Shape of the World

My first game, built from scratch over several years. A serene first-person explorer where the world grows around you. Released on Steam in 2018.
Official website. Unreal Engine 4. Sound and music by Brent Silk.

An artistic video of rising goopy substances.

Videos

I film life and videogames and cut it to soundtracks. It's a way to reinforce good memories and stay creative.
Watch them on YouTube.

My history of game development

If you don’t count my high school years of making Quake maps, I started my career creating the front-end and heads-up-display for Dawn of War II (2009) before trying my hand at VFX on Space Marine (2011).

Concepts for the impacts of various weapons in Space Marine (2011).

I contributed VFX and lighting to Company of Heroes 2 (2013) before moving on to Black Tusk Studios to build stunning (unannounced) action sequences.

The studio refreshed as The Coalition and I created visual effects on Gears of War: Ultimate Edition (2015) and Gears of War 4 (2016) before taking the lead of the VFX team on Gears 5 (2019) and its campaign DLC. I’ve had the pleasure of working on gameplay, cinematics, single-player, and multiplayer. I have created concept art, particle systems, scripted prototypes, and hand-drawn animations.

A concept for the Hivebusters (2020) final boss - a giant jungle bird who I suggested could launch a chemically reactive loogie from its beak. That’s exactly what we did.

Meanwhile, in my spare time I was piecing together my own game, Shape of the World (2018). This gave me a chance to concept the game at the highest level, and work on every element of the game, from the environment to the player’s movement.

Promotional screenshot of Shape of the World (2018). A graphic landscape of peach and purple. Cute worms emerge from the sand. Behind them, large glowing megaliths dot the landscape, with a winding staircase path leading into a distant triangle.

Shape of the World (2018), a relaxing, colorful, musical wander through forests that grow as you explore.

Still at The Coalition, I worked in the role of Associate Art Director for two years on an unannounced project. With a focus on environments and VFX, I worked very closely with the Art Director to expand and clarify the vision.

Today, I work at Maxis as an Art & VFX Director. You’ll hear more on this soon!

 

I loved crafting these little “nightmare” sequences in Gears 5 with post-process effects that carefully highlighted the focus and obscured the rest.

I birthed the first prototype of this incredible shattering and re-healing ice floor, and worked closely with my team to shepherd it through many trials until it was beautiful, performant, and bug-free.

I enjoyed pushing this waterfall in Hivebusters to have a beautiful subsurface effect, excellent interaction with the pool, and the ability to pour across the camera lens.

One of the more satisfying rewards in Shape of the World is reaching a triangle gate and shooting into a new biome. The experience is a composite of player movement, environment layout, changing palettes, individual growing actors, critters, vfx, sound, and music.

My travel documents

I get my inspiration from traveling the world, but also by hiking and biking my home town of Vancouver. At some point I started creating a video for each trip, and now I have a dozen, some short and some long.

Watch more on Vimeo and Youtube.

 
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Remembering to play!

That’s me and my kids Bowen and Sage. I forgot what the world looked like through a child’s eyes before I had them. They keep me playing - Lego, skateparks, Halloween displays, whatever!

 

More work in the Gallery