Built and lead VFX team from scratch. Authored visual target VFX in UE5 Niagara. Art directed VFX on Armatus in early development.
R&D and shipped bespoke VFX for Destiny 2 live service across new activities, destinations, cinematics, etc every 3 months. Each season had unique themes.
Concept modeling/rigging/animation/tech anim/VFX for all open-world activities (narrative missions + public events) for Destiny 2 launch. Iterative game prototyping to final.
Tech design integration and sandbox functionality for hundreds of outsourced props, modular sections, weapon skins, armor skins, etc on Halo 5. Fixed/optimized models and textures.