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ABOUT
I’m a game Art Director with nearly 20 years in games and 25+ as a professional creative, including Marvel Strike Force ($1B+ lifetime player spending), Prodigy (100M+ students), and Gods Unchained. I establish clear visual standards, direct art teams that scale without losing cohesion, and build AI pipelines with real creative leadership on top.
The work is building and directing multidisciplinary art teams across mobile, PC, and live-ops: concept, illustration, 3D, animation, VFX, tech art, UI/UX, and audio. That includes outsource programs that hold the bar. At Gods Unchained, that meant 270+ original card illustrations per quarter across internal and external teams.
I’ve worked remotely for companies in Sydney, Los Angeles, and Toronto since 2019, including running Gods Unchained’s art operation across the U.S.-Australia time gap.
What I add now is AI-driven production at a systems level. At Prodigy, I built internal AI tools and pipelines that accelerated concept and asset production while staying inside legal and ethical standards. I work across LLM, diffusion, and agentic stacks (API and MCP tool-stacking) and put art direction on top, so cycles get shorter without the work becoming generic.
Available for full-time creative leadership, interim art direction, and outsource or AI pipeline builds, fully remote.
EXPERIENCE
Art Director / Consultant, Self-Employed | Remote (Sarasota, FL) | February 2026 to Present
- Interim art direction, outsource pipeline management, and AI production pipeline consulting for game studios. Hands-on across concept art, visual development, and UI/UX when a project needs it.
Art Director, Prodigy Education | Remote (Toronto, ON) | December 2023 to January 2026
- Led the Art and UI/UX departments for a global edtech platform serving 100M+ students across 150+ countries. Directed and developed Prodigy Math Facts, a new gamified fluency product that launched publicly in March 2026, the same year Prodigy won Best Game for Learning at the EdTech Cool Tool Awards.
- Owned visual design and UI/UX direction for Math Facts, partnering with a small core team of art, design, animation, and engineering from concept through launch-ready delivery.
- Built AI production pipelines using LLM, diffusion, and agentic workflows in live concept and asset cycles. Scripted and produced a custom ElevenLabs voice for the Math Facts product mascot.
- Built and ran outsource partnerships end to end, covering vetting, contracts, budgeting, and payout. Negotiated and set the annual outsource budget directly with the EVP of Product. Mentored artists, animators, and UI/UX designers across live ops and new product development.
Art Director, Marvel Strike Force, Scopely | Remote (Culver City, CA) | March 2021 to March 2023
- Directed the art department for live operations of a top-grossing Marvel mobile RPG that surpassed $1B in lifetime player spending.
- Owned mobile visual design, style and performance guidelines, and asset production across in-game and marketing pipelines.
- Managed a department of 28 internal staff across Art, Animation, VFX, and Tech Art. Directed individual contractors and external art studios.
Art Director, Gods Unchained, Immutable | Remote (Sydney, Australia) | October 2019 to May 2021
- Directed the internal and external art department for live operations of a blockchain-based PC and mobile title, producing 270+ original card illustrations per quarter to a consistent, high-fidelity standard. The publisher raised a $15M Series A during this tenure.
- Owned 2D and 3D visual design, style, and performance guidelines across PC and mobile, including a full rebrand from early prototype to international visual standard. Supported internal Art, VFX, Audio, and Tech Art departments.
- Built and ran the full outsource lifecycle from vendor sourcing through delivery, working with individual contractors, an agency, and international studios.
Art Director / Consultant, Self-Employed | Sarasota, FL | May 2018 to October 2019
- Led art direction and production for clients across mobile, console, and PC. Partnered with clients and art leads to define the visual strategy for each project.
- Contributed hands-on across visual development, concept art, and UI/UX design.
Studio Art Director, Paddington Run, Gameloft | New Orleans, LA | March 2016 to February 2018
- Led visual direction, brand identity, style guidelines, and asset production for the licensed mobile title Paddington Run, from conception through launch and live operations on iOS, Android, and Windows.
- Defined and owned mobile technical art standards, including poly and texture budgets, atlasing, LOD tiers, low-end device performance targets, naming conventions, and Unity import specs. Built deliverable schedules and milestones for internal teams and outsource groups on an accelerated mobile schedule.
- Hired and structured the studio art team across Concept, UI/UX, 3D Art, VFX, Lighting, Tech Art, and Animation. Owned career growth, performance management, and workforce decisions.
- Established studio tooling and processes for production, asset review, artist accountability, and corporate visibility. Contracted and directed concurrent outsourcing groups.
- Contributed hands-on to visual development, concept art, and pre-production art direction.
Studio Art Director, JamCity / Kiwi | Palo Alto, CA | April 2014 to March 2016
- Built the studio art organization from the ground up, joining as Kiwi, Inc. before the JamCity acquisition and continuing through integration, scaling, and contraction.
- Led visual direction, brand identity, and asset production across concurrent iOS and Android titles from conception through launch and live operations.
- Hired and structured 2D/3D Art, Tech Art, and Animation departments through fast startup growth, acquisition, and contraction. Built and directed concurrent outsource pipelines.
Art Director / Designer, Self-Employed | San Francisco, CA | September 2013 to March 2014
- Led art direction, mobile app design, and concept art for independent clients between studio roles.
Studio Art Director, GREE International | San Francisco, CA | July 2011 to September 2013
- Built the art organization from the ground up across multiple studios, owning visual direction, brand identity, production quality, and asset production on concurrent titles including the action RPG Knights & Dragons. Direct reports included Art Directors, a lead animator, and a tech art lead.
- Structured 2D/3D Art, Tech Art, and Animation departments. Designed internal tools for asset review, artist accountability, and corporate visibility.
- Built and directed concurrent outsourcing groups of 100+ external artists alongside an internal team of 60+.
- Led team building to merge two distinct studio cultures after an acquisition. Staffed and launched the GREE Vancouver studio. Built direct relationships with Japanese counterparts and presented technique, approach, and style to GREE Japan’s 250+ person art org and executives.
Studio Art Director, EBI | Austin, TX | February 2009 to October 2010
- Set visual direction and brand identity across platform and product development. Led 10+ internal staff across animation, motion graphics, graphic design, web, and UI, plus two concurrent outsourcing groups.
Adjunct Instructor, Gemini School of Visual Arts | Austin, TX | August 2010 to December 2010
- Developed the digital illustration curriculum and taught digital painting and concept art.
Senior Concept Artist, Edge of Reality | Austin, TX | February 2007 to November 2008
- Character, prop, and vehicle concept art for Cipher Complex (Xbox 360, PS3) in collaboration with Sega.
SKILLS
- Creative Leadership: Art direction and visual strategy; style guides and technical guides; team building, hiring, mentoring, and performance management; outsource pipelines (vetting, contracts, budgets, payout); cross-functional delivery with product, engineering, and marketing; full product lifecycle (pre-production, launch, UA, live ops).
- Craft and Disciplines Directed: Concept art, illustration, 3D art, animation, VFX, lighting and rendering, technical art, UI/UX design, audio and sound design, marketing and branding.
- Hands-On Depth: Concept art, visual development, and UI/UX, rooted in a concept art foundation.
- Data-Informed Design: Analytics, A/B testing, user surveys, and player research applied to creative and business decisions.
- Engines and Software: Unity, Unreal, Proprietary engines, WebGL, PixiJS, Roblox Studio, Adobe Creative Suite, Figma, Maya, 3ds Max, Blender, ZBrush, Substance, Marmoset, 3D Coat, V-Ray.
- Pipeline and Production: Jira, Confluence, GitHub, Perforce, ShotGrid, Miro, Smartsheet, Asana, Basecamp.
- Mobile Art Optimization: Poly and texture budgets, atlasing, LOD tiers, low-end device targets, naming conventions, Unity import specs, 2D/3D technical guidelines, and delivery scheduling for internal and external teams.
- AI Production: Custom AI pipelines for concept, asset, and workflow acceleration. LLM, diffusion, and agentic workflows with API and MCP tool-stacking, including Claude, Claude Code, Cursor, Manus, Midjourney, Stable Diffusion, ComfyUI, Nano Banana, Sora, Runway, Kling, Scenario, Leonardo, and ElevenLabs.
FILM AND ANIMATION FOUNDATION
Feature film and animation experience underpinning a game development career:
- Senior Concept Artist and Sculptor: Rise of the Guardians and Mischievians, developed directly with director and writer William Joyce (feature film)
- Senior Concept Artist, Sculptor, and Matte Painter: Boz the Green Bear (direct-to-DVD series)
- Art Director on the Hasbro animated features Action Man: Ultimate X and G.I. Joe: Valor vs. Venom
- Senior Artist: Spy Kids 2 and Spy Troops the Movie (Hasbro)
EDUCATION
Bachelor of Fine Arts, Ringling College of Art and Design, Sarasota, FL
