I'm an Art Director with a strong background in creative production, product thinking, and art management. I focus not only on how something should look, but on what is worth building, why it matters to the product, and how to build the team and production system capable of delivering it at scale.
I've worked across the full game art production and visual development lifecycle: from defining art direction and shaping features and roadmaps with C-level and production leadership, to building pipelines, hiring and developing teams, and taking ideas through execution.
My experience spans AAA game development, cross-platform LiveOps, outsourcing, film, and cinematics, working with teams ranging from small specialist groups of 6–10 artists to art departments of 50+ people. Across these environments, I've adapted team structures, ownership models, and production processes to the needs of each product.
My scope covers all major art disciplines and extends across the broader creative organization: concept art, environments, characters, 3D, 2D, animations, cinematics, UI/UX and marketing.