CINEMATICS
A selection of extended clips and full sequences that I've worked on
RESUME
Summary
Experienced game developer focusing on storytelling, cinematics, and narrative design. I'm passionate about games that are compelling to players through their combination of narrative and mechanics
HIGHLIGHTS
Developed games for consoles, PC/Mac, and mobile
Worked with numerous IPs, including: The Walking Dead, Game of Thrones, Minecraft, Borderlands, The X-Files
Strong cinematic eye and grasp of cinematographic storytelling techniques
Experience working on a variety of production timelines, from tight episodic schedules, to lengthy AAA productions, to open-ended R&D explorations
Experience with Unity and proprietary game engines. Adapt easily to new software and pipelines
SKUNKAPE GAMES
NOVATO, CA
(2020-2021)
Cinematic Artist
Sam and Max Save the World Remastered (2020)
The sole cinematic artist on a small team that remastered Telltale Games' six-episode series Sam and Max Save the World (2007)
Updated cutscenes and dialog sequences, bringing up the quality of the cinematography and performances and unifying the look throughout the season
Created new cameras for free walk sequences, with an overall goal to make the cameras feel more grounded in the limitations of actual cameras
Created new cutscenes, utilizing new assets as well as repurposing existing ones
FOGBANK ENTERTAINMENT
SAN FRANCISCO, CA
(2018-2020)
Cinematic Director
Storyscape (iOS/Android) Projects include: The X-Files (2019), The X-Files Season 2 (unreleased), Unannounced Original IP
Director of a 10-episode season on Storyscape, a narrative game for mobile devices
Developed a creative vision for the game that aligned with the IP and the script, and communicated that vision to other team members
Set the bar on the game for acting performance, lighting style, and cinematography
Determined the tone and style of scenes and planned environment and illustration requests based on that. Provided feedback on those assets to outside vendors
Constructed episodes on a 4-day timeline, creating best in class cinematic sequences and character performances
Provided feedback to Assistant Directors, developing their skills and keeping their work in line with the style
HANGAR 13
NOVATO, CA
(2016-2018)
Narrative Designer
On an unannounced project (2017-2018):
Developed the core mechanic for the game through prototyping, storyboards, and design documents
Established the setting of the project, developing a narrative and world that fits the game mechanic
Designed a board game as a prototype for a larger system in the game
Mafia 3 (2016-2017):
Worked on the living world team; made and placed interactions for characters in order to simulate the variance of life in a city, working with a system that responds to weather, time of day, and socio-economic variations
Provided cinematic feedback for in-game cutscenes
TELLTALE GAMES
SAN RAFAEL, CA
(2008-2015)
Episode Director
The Walking Dead: Michonne - Episode 1 "In Too Deep" (2016) (Credited as Additional Direction)
The Walking Dead: Season 2 - Episode 2 "A House Divided" (2014)
The Walking Dead: Season 1 - Episode 3 "Long Road Ahead" (2012)
Back to the Future: The Game - Episode 3 "Citizen Brown" (2011)
Led a 40-60 person team as the creative vision-holder on an episode, setting and maintaining tone and style
Collaborated with the writing and design teams to develop the story
Worked closely with the cinematic team, voice actors, and animators: the core of a cinematic, character-driven game
Communicated with studio leadership and producers to share our progress and obtain feedback
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Lead Cinematic Artist - 6 episodes shipped
Managed and mentored a team of 6-18 cinematic artists
Established scene assignments and schedules alongside the production team
Reviewed cinematic work with the director, communicating feedback and best practices
Completed pre-production and pre-visualization work that increased efficiency among the team
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Cinematic Artist - 45 episodes shipped
Created compelling and dynamic cutscenes and gameplay sequences, bringing them from layout to final polish
Crafted acting performances using a library of mood and gesture animations
EDUCATION
The Art Institute of California - San Francisco
San Francisco, CA
Media Arts & Animation, 2007