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Cinematics • Design • Character Performance
  • Experience creating cinematic content in story driven games
  • Leadership experience delivering episodic content


Telltale Games

  • September 2013 – Present
  • Cinematic Artist

    • Creating cameras, character staging and pacing for seamless transitions between player control and cinematic presentation, including branching content and fail states
    • Maintaining varying narrative styles for multiple Telltale projects
    • Owning whole scenes visually under director supervision
    • Iterating in an extremely fast paced environment, often being assigned multiple scenes
    • Credits:
      • Walking Dead Season 2: Episodes 1-5
      • Wolf Among Us: Episodes 2 & 3
      • Game of Thrones: Episodes 1 & 2
      • Tales From the Borderlands: Episode 2
      • Minecraft Story Mode: Episodes 1-4
  • Director

    • Balancing narrative presentation and player agency for an episode
    • Leading weekly feedback sessions with cinematic artists on their individual scenes
    • Regularly communicating with art, animation, music and writing departments
    • Credits:
      • Tales From the Borderlands: Episode 1 (Assistant Director)
      • Tales From the Borderlands: Episode 3 (Director)
  • Company Website:

Trion Worlds

  • March 2012 – July 2013
  • Cinematic Designer [Defiance]

    • Created in-game cinematics using pre-recorded dialogue and animation libraries
    • Learned an expanded film vocabulary to produce high quality cutscenes
    • Communicated often with writers/designers to produce cutscenes most cohesive to gameplay
    • Created ¼ of the game’s cinematic content, from blocking to final product
    • Contributed to the game’s trailers using cutscene tools
  • Company Website:

Bioware Austin

  • February 2011 – February 2012
  • Cinematic Designer [Star Wars: The Old Republic]

    • Created in-game cinematics using pre-recorded dialogue and animation libraries
    • Used HeroBlade to create multiple cinematic experiences for different player decisions
    • Set up camera angles to optimize for multiple player avatar body types and group sizes
  • Company Website:


Interaction design • Camera work • Character performance • Video editing

Software Proficiency:
Development software: Perforce, Hansoft, Jira, Confluence, Plastic
Animation: Maya, After Effects
Video effects/editing: After Effects, Premiere

 Independent Game Projects

DePaul University Game Elites

  • June 2009 – November 2009
  • Game Artist, Cinematic Artist [Devil’s Tuning Fork]

    • Created environment art in Maya
    • Part of the team that conceived and polished the feel of the game
    • Created game finale cinematic
  • Awards: “Independent Games Festival” Student Showcase Winner, 2010
  • Website:

Team Crave Case, DePaul University

  • February 2010 – April 2010
  • Art lead, 2d Artist/Animator [Painter’s Colic]

    • Designed visual style and personality for the game
    • Created art assets and sprite sheets in Photoshop
    • Animated characters in After Effects
    • Created menu buttons and animations
  • Awards: DePaul University 2010 “Nightlight” game competition, 1st place
  • Video:


  • Bachelor of Arts (BA), Animation
  • DePaul University
  • Chicago, IL (2010)
  • Cumulative GPA: 3.802

Extra Curricular

  • Volunteer at the Game Developer’s Conference in San Francisco, 2009 – present
  • Creating costumes of video game characters, including Shepard (Mass Effect), Ezio Auditore (Assassin’s Creed), and Corvo Attano (Dishonored)