• The Last of Us

    With over 200 Game of the Year awards, The Last of Us tops my portfolio as the most challenging and technically difficult game I’ve worked on.  Our objective was to create realistic, detailed effects that bring the world to life, while also appearing both natural and subtle enough to recede into the background and allow the narrative experience to shine.

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  • Uncharted 3: Drake’s Deception

    From the moment we began development on Uncharted 3, our focus was to go bigger, more cinematic, and more “epic.”  With a functional FX pipeline from Uncharted 2 under us, we were able to focus our attention on innovating to solve some of the craziest gameplay sequences the industry had seen.

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  • Uncharted 2: Among Thieves

    Uncharted 2 is often considered one of the best games of its generation.  I was hired mid-production with the challenge of building FX department that could produce competitive quality real-time and cinematic effects.  With the help of an ingenious graphics programmer we rebuilt the tools and pipeline from the ground up, and somehow shipped a successful game in the process.

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