Shipped across AAA games, VR and real-time productions.
Over the years I’ve shipped effects on titles including Tomb Raider, Call of Duty: Black Ops Cold War, and VR projects like Star Wars: Secrets of the Empire, working across studios like Crystal Dynamics, Sledgehammer Games, ILMxLAB, Amazon Games, and NetEase. My work’s been featured in Kotaku, and I’ve spoken at GDC and SIGGRAPH on real-time VFX and VFX pipelines.
Built from problems I kept running into.
What ties all of that together is the same thing that led me to start building tools: a focus on the craft underneath the effect (timing, readability, and getting a moment to actually land) and a low tolerance for workflows that get in the way of it. After years of losing time to Play-Mode iteration loops, I built SparkFXPreviewer to fix a problem I kept running into myself.
SparkFXLab is where that side of the work lives: VFX tools and pipelines for other artists and teams, built by someone still doing the work day to day.
See SparkFX Previewer