Award-winning 3D Environment Artist with 14 years at Cyan Worlds, building the immersive, story-driven spaces that define the Myst universe. From realMyst Masterpiece Edition to Obduction, Myst remake, and the 2025 Game Makers Sketchbook-recognized Riven, I've helped shape worlds where the environment itself does the storytelling.
My work spans the full pipeline; from early layout and creative direction through final asset delivery, lighting, and in-engine implementation across PC, console, VR, and mobile. I specialize in Unreal Engine 4 & 5, with deep experience in Substance Painter, 3ds Max, and performance optimization for platforms like Meta Quest and PlayStation VR.
Over 13 years at Cyan Worlds, I contributed to the studio's most beloved titles — Riven, Obduction, Myst, Firmament, and realMyst Masterpiece Edition — often as one of the first artists on a project, helping establish layout, scale, and creative direction from initial blocking through final execution.
My work spans the full environment art pipeline: concepting, high and low poly modeling, texturing, material creation, lighting, collision, and complete in-engine implementation. I've worked extensively in Unreal Engine 4 & 5, with additional experience in Unity, and shipped titles across PC, Mac, Nintendo Switch, Xbox, PlayStation, iOS, and Meta Quest — adapting assets to meet the unique demands of each platform.
At Cyan, environment art isn't decoration — the world is the story. I've spent my career crafting spaces where atmosphere, detail, and composition do the narrative work, from the sweeping landscapes of Riven (a 2025 Game Makers Sketchbook award winner) to the tactile mechanical worlds of Firmament.
Beyond core art responsibilities, I've contributed to modular kit development, custom Unreal blueprints, VR optimization, localization asset creation, porting efforts, and onboarding new team members in a remote environment.