Experience
2025 — Now
2025 — Now
Senior Software Engineer on Roblox's Expression team, building front-end features that power player-facing Avatar experiences.
2023 — Now
United States
Co-founded and operate an AI-first games studio on a mission to incite the best stories in games, Funded by a16z's SPEEDRUN. We're busy building the next generation Life Sim with living AI agents built on top of the world's first Agentic Game Engine, InciteWorlds.com.
At Incite, I grew and directly manage a team of over 15 artists/designers/engineers, and oversee all creative efforts including Corporate Branding, Marketing, Game Design, Bis-Dev, First Party Games/Experiences, UGC Tooling, and more.
2017 — 2023
2017 — 2023
San Mateo, California
As Chief Visual Officer, I reported directly to the CEO and CCO and collaborated on executive-level planning/strategy for the company. I was responsible for overseeing all things visual for our AAA UGC platform, Core, including all Environment, Character, UI, Marketing, Brand Partnerships, Outsourcing, and First-Party Development.
As employee #1 and the founding member of the art department, I've helped scale the company to over 100 employees and directly oversaw a team of over 30 artists, designers, and contractors.
I oversaw and directed the production of props, VFX, environment assets, and hundreds of avatars/cosmetics to fulfill our mission to deliver rich self-expression and identity in the Metaverse.
I also worked closely with product managers on the design and implementation of creator tools/features to empower an ecosystem of on-platform UGC creators, which included voxel terrain editing, kit-bash modeling, smart-material system, character customization and general UI/UX for the editor. I also directly prototyped an experimental visual programming language written with modern web technologies that compiled to Lua.
2012 — 2016
2012 — 2016
San Francisco Bay Area
I was brought into Zynga with the acquisition of A Bit Lucky in 2012 as part of their New IP division.
At Zynga I art directed various titles including Solstice Arena, Empires and Allies, Mountain Goat Mountain, and an unreleased iteration of Farmville Next.
Later I joined the R&D division which prototyped forward-thinking concepts including VR and experimental social games.
2010 — 2012
2010 — 2012
Founding member of the art department
Created in-game, concept, and UI art content
Aided the hiring of new art talent
Managed, directed, and tasked the art team; in-house and outsourced
Defined the visual style for all games
Developed / streamlined the art pipeline to maintain consistent quality and fast turn-around.
Wrote 3ds Max render scripts and Photoshop scripts
Designed and prototyped proprietary art and animation tools to improve work-flow and aid future games development