I started my career in game creation as a teenager when I began teaching myself programming, animation, and narrative design in my free time. After graduating from high school, I enrolled at Bradley University in 2015 as a game designer and became the first member of the Animation and Game Design BFA program a year later. I then worked for Bradley University as a teaching assistant for game development, programming, and interactive design classes. Over the summer, I worked as an intern for an educational game studio and charity group. Over the past year, I've learned 3D modeling and animation skills, visual effects techniques, and high-level game design theory that focused on the psychology of level design and the narrative potential of procedurally generated character drama. I currently help run the Interactive Narrative and Ballroom Dancing clubs at Bradley, and I still make tabletop games and traditional art in my spare time. Some of my favorite projects over the years have been the social deduction game Praetorium, the chaotic party game Project Blunderbuss, and the cooperative arcade shooter Ursa Major. I specialize in using experimental storytelling and ludic expression combined with my animation and visual effects training to create beautiful, emotionally charged experiences.
Time Honored is an animated short created by Austin Holt, Brianna Kastner, Hannah Stiff, Perry Devlin, and myself as a team representing Bradley for the 2017 24-Hour Animation Challenge. Given a prompt and 24 hours to complete a 30-second animation, we produced this short using a blend of digital and traditional hand-drawn animation. It was selected for the top 25 best submissions.
This room was built for my 3D Animation I class in the fall. I modeled, textured, UV mapped, and lit the scene in Cinema 4D based on photographs of the forge at Fort Snelling back home in Minnesota. I used global illumination, ambient occlusion, and a combination of bump, normal, and displacement maps to achieve the intended look.
Permafrost is a VR experience developed in Unity for the HTC Vive where players throw snowballs to defend against waves of attacking snowmen. I was the art director and visual effects artist in charge of managing the art team and using a combination of lighting, modeling, animation, and particle systems to create the game's effects.