Hearthstone is an online collectible card game developed by Blizzard Entertainment. It was released in 2014 and has grown into an international esport. I joined the Hearthstone team in 2020 as a senior technical artist. I spend my time creating Unity tools for artists, scripting components for the effects team, prototyping new features, and managing a team.
Festival of Legends Cinematic Trailer (2023) | Voyage to the Sunken City Cinematic Trailer (2022) | Fractured in Alterac Valley Cinematic Trailer (2021) | Madness at the Darkmoon Faire Cinematic Trailer (2020) | Hearthstone Animated Short: Hearth and Home (2017) | Hearthstone: Heroes of Warcraft Cinematic (2014) |
Amoeba Battle is a major overhaul of an earlier Grab game. This new version includes new platform support, new game modes, and a redesigned UI. Our experienced team was challenged by the need to create modern, complex features using the game's older engine and toolset. I created in-game art and animations, UI, and developed art-related tools that we used throughout the project.
Trailer | Sample Art Tool |
Knockout League is an original IP developed by Grab Games and optimized for VR. I handled many of the visual effects including magical constructs, mad scientist electricity, octopus ink, and fireworks.
VFX Demo Reel | Announcement Trailer | Launch Trailer |
Wick represents Grab's first major foray into VR, during which we worked alongside Starbreeze Studios. I was in charge of prototyping, VFX, and creation of the tutorial sequence.
Trailer |
Falltime Fight Club is a 2D fighting game. I developed it solo; it was a fun, seasonal activity, and a means to learn the Godot game engine.
Gameplay |
Rombo is a prototype of a narrative-driven, sandbox action-adventure. It features core gameplay, including mining, questing, inventory management, and a save/load system. Rombo was developed by two people including myself. I was responsible for engineering, tech art, and occasional art.
Gameplay |
Developed by four members of Team Bitrot, the Moonbridge Library visual novel was the winning entry in the 2022 anime expo chibi game jam. The theme was "Whimsical." I did tech art and engineering.
Full play-through |
:growjam: was my six-person team's entry in the Blizzard Game Jam, Spring 2022. The theme was "Growth." I handled engineering and some design.
Full play-through |
Bitrot is a Mario-like platformer with intentionally glitchy elements. It was developed by six members of Team Bitrot for Ludum Dare 49. The theme was "Unstable." I did some of the art, some coding, and generally helped out wherever I could.
Full play-through |
Experiment 0867-53-09 is Asteroids in a petri dish. It was created by the three-person Team MDS3 for the Blizzard Game Jam, Spring 2021. The theme was "More than Meets the Eye." I focused on special effects and tech art.
Gameplay |
Lab Rat is a time management game created by the two-person Team Squamous for Ludum Dare 46. The theme was "Keep It Alive." I handled the engineering, effects, and shared art and design responsibilities.
Developer retrospective | Full play-through |
The Symbiosis Null project was an exploration of science and personal philosophy headed by my friend Vivek Vimal. As the second member of our two-person team, I handled programming, asset implementation, and a bit of art.
Developer retrospective | Full play-through |
Beach is a simple game that I created for my godson. I did the design, art, and engineering.
Full play-through |
The Forgotten King is a Solstice-like. It was originally meant to be my solo submission to LOWREZJAM 2018, but I didn't finish in time. The low resolution (64×64!) was one of the requirements of the game jam.
Full play-through |
Her Sovereign Virus was made by the four-person Team Virus, and it was our entry in the bitbitJAM3 game jam. The theme was "Red Hot Princess Carnage." I organized the project and did in-game art and animation.
Developer retrospective | Full play-through |
The Ritual game demo was a solo personal project; my intention was to evoke emotion—particularly hope—through gameplay, controls, and movement.
Full play-through |
Legends of Mythica is a card battler for mobile and tablet. Early in development, I handled prototyping and art direction. Later, I was in charge of VFX—including particle effects, specialized scripts, and 3D assets and animation. I did all the attack and damage sequences in the trailer.
VFX Demo Reel | Trailer |
Explore! is an animated, interactive ebook for the World Wildlife Fund. I managed art resources throughout development, including internal hires and outsourcing. I also did art, animation, and tech for various elements within the app.
Hedge Witch prototypes the combat in a JRPG-card battler. The demo supports both desktop and mobile. It features deck-building gameplay with dozens of cards, a unique "balance" game mechanic, a flexible and robust UI, online multiplayer with crossplay, and a single-player mode. My inspiration was Dominion crossed with Pokémon, by way of Level-5. I did the design and engineering, levereging Unity's UNet.
Gameplay |
My entry in Game Jolt's Female Link Jam. I was a solo developer on this project and focused on art, tech art, and engineering. Legend of Zeld was a big learning experience and was a leap forward in my understanding of Unity, shaders, and basic 3D. Weird glitches aside, I was happy with my paper-craft visuals.
Full play-through |
Twinkle Smash is a match-three for mobile devices based on Skechers products. Early in development, I was in charge of interfacing with the license holder regarding art. Later, I created VFX.
I created a comprehensive set of plug-ins for Flash: Flash's "missing functionality." Used frequently by my team, the tools included replacing element names in batch, modifying transformation matrices, a fully-functional particle generator, and much more.
Preview |
This Out of this World-like tech demo was built by a four-person team. I was in charge of player input, physics, and enemy behavior.
Gameplay |
Robot Junkyard was primarily developed offsite. I interfaced with our outsourcing partner and designed various UI elements.
Winning Touch was a lottery game containing numerous mini-games, each with its own theme and art style. I worked on initial art direction, managed the team throughout development, and created various pieces of UI and UX design.
Although Grab initially published its own cross-platform Grab Money Slots, the title was picked up by DeNA for incorporation into their worldwide Mobage network. I was heavily involved in the Slots project throughout its various iterations.
Chromaverse was an arcade-style game for tablets and mobile devices. Its initial development came from a game jam-inspired mentality that I helped spearhead. I worked with one other artist on a small, tight-knit dev team.
Gold Miner Go! was a casual game iOS and Android, and part of Grab's Gold Miner franchise. Although it no longer used blitz-style gameplay, Go! retained the visual direction that I spearheaded in Rush.
Picsy was a social photography game for mobile devices. It was Grab's first major mobile project. Although I was involved throughout the development cycle, I worked especially closely with the team toward the beginning of the project as we ironed out the user experience flow.
The two-person Team Purple Rain's submission to the Grab Games game jam in the fall of 2012. I did the art and programming.
Full play-through |
Gold Miner: Rush was a casual Facebook game and a blitz-style spinoff of Grab's popular Gold Miner franchise. It was the first Grab project in which I was involved from the very beginning.
I programmed the initial Flash version of this game—a three-week development exercise I did with two friends, and that received positive reviews. I directed the subsequent iOS version that included new levels, enemies, and GameCenter support.
Trailer | Play-through of Flash prototype |
For my first official game jam, I joined Team Sage as we developed Sage Scrolls for the UC Irvine Video Game Development Club's 2011 Summer Game Jam. I did the graphics.
Gameplay |
This was a fully functional JRPG prototype, optimized for play on touch screens. It featured a 3D world map, quest system, battle system, branching dialog, and inventory.
Battle gameplay |
Moon Rabbit is a moon phase calendar that I originally developed in 2010. I used it to teach myself Xcode, and it became the first personal project that I released on the App Store. I recreated it in Unity in 2017.
Demo |
I was the art director for the iZombieland iPhone game, based on the movie Zombieland. The game was received well on the App Store.
I was art director and assistant game designer for the mobile game adaptation of the anime series Blood+.
Developer retrospective | Full play-through |
Quantum of Solace was the mobile game based on the James Bond movie of the same name.
Full play-through |
I used Quest to prototype polished navigation and basic combat for a cinematic platformer. The demo features a dynamic, data-driven animation system, ragdoll-esque character setup, and smooth, intuitive controls.
Gameplay |
Betrayal was a mobile game based on the hit console franchise. Betrayal's accolades include winning AT&T MEdia Mall's best action game of 2007 and ranking in Verizon's top ten most successful games of the year, alongside The Simpsons, Assassin's Creed, and Tetris.
I was art director and assistant game designer for the Spider-Man 3 mobile game based on the Hollywood movie.
Full play-through |
I made Cable Miner in Flash. I focused on reflex-based gameplay, game feel, and realistic spring physics. It was a hit at the office.
Full play-through |
Built upon my previous Flash fighting games, Dharma Battle featured seven completely unique gods, devils, and enlightened beings.
Gameplay |
After graduating, I freelanced at a local web design shop where I learned Flash. Outside of work, I tested my skills by recreating the original Dojo Battle. Shortly after, I created an enhanced edition: Dojo Battle Crazy.
Dojo Battle Crazy gameplay | Dojo Battle gameplay |
HyperCard was one of the first tools I used when learning to make games as a kid. TOWNIES was the culmination of my HyperCard work. It was a full-scale, Japanese-style RPG about my life, give or take a few zombie attacks, back in school.
First chapter play-through |
Dojo Battle was a bare-bones fighting game, coded in C, that featured two blue-belts battling in a dojo. I built it on top of one of my class projects: the somehow-even-more-bare-bones Troiani Bellum.
Dojo Battle gameplay | Troiani Bellum gameplay |