Additional Works

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Behind the curtain.

Beautiful Corner Demonstration — Battlefield 6, Redsec, "Crash Site", Frostbite Engine

Early vertical slice demonstration of the Battle Royale experience for Battlefield 6. All assets were used in the final delivery except the "Ring of Death," which went through intense scrutiny and iteration. Art direction was provided by myself to the development team at Ripple Effect Studios, Marina Del Rey, CA.

Battlefield 6 "Danger Close" VFX System / Implementation — Frostbite Engine

I put together a vision and documentation for a global Battlefield 6 VFX system that would be performant yet cinematic, providing local, camera-based VFX based on player visual frustum and location via a virtual screen "flashpot" system. Player VFX flashpots would be attached to the camera and trigger up-close effects in world space, providing visual feedback to the player on "distance to danger" as well as an additional layer of dramatic immersion. Collaboration was accomplished with the entire Battlefield 6 VFX unit.

"Ring of Death" Visualization — Frostbite Engine

After an early prototype for the "Beautiful Corner," I determined that we were not hitting the desired quality bar on the Ring of Death. The current implementation was scrapped (a complex shader with noise and voronoi) in favor of a performant, more natural and menacing visual execution.

"Claude Code: Game Prototypes"

While exploring Claude Code, teams were given the opportunity to fully learn and embrace it as part of their day-to-day work — creating tools, and creating game prototypes. I've become quite comfortable with tool and game development using Claude, including 2D, 3D, physics simulation, sound, music, HTML5, WebGL, three.js, Python, API implementation, GitHub usage, etc. Each prototype and tool below was developed in a span of 5–10 working days, alone as a developer. I am not a coder and was able to use Claude very effectively as a tool for fast turnaround in communication, ideation, and production.

AI Tool Development

Using Claude Code, I created a development tool for our internal teams that generates the necessary multi-view images required by Hunyuan 3D from a single image in order to produce a 3D-generated asset. The tool even accounted for a static prop vs. a character with T-pose requirements for animation and rigging.

Hunyuan 3D multi-view generation tool

AI Image Generation, IP Development

Using a combination of Midjourney and Nanobanana (Google's Gemini), I am quite comfortable with rapid IP proposal generation across an extremely broad range of game narratives/themes, as well as rapid-fire marketing tests.