Battlefield 6
Role: Game Art Producer
Focus: Art production pipeline (Concept art and 3D for both characters and hardware).
- AAA game, FPS
- PC, PS5, and Xbox
- Team of over 20 people
This project is under NDA, but the main takeaways from it are: handling a team of over 20 artists creating art (Concept art for characters, vehicles, and weapons, as well as 3D) for the latest entry on the Battlefield franchise.
Why it matters: Knowledge of the entire production pipeline, planning, stakeholder management, live service, and schedule compliance.
The Walking Dead: Destinies
Role: Game Producer
Focus: 3D Environment and Level Design Team Coordination
Focus: 3D Environment and Level Design Team Coordination
- AA game, Narrative-driven, 3rd person shooter
- PC, PS5, and Xbox
- Team of over 20 people
This project allowed me to demonstrate my ability to quickly understand a team’s workflow gaps and restructure them into a predictable pipeline. The level design team lacked clear ownership, communication norms, and prioritization frameworks, which caused rework and inconsistent delivery. My first step was to map how information flowed between designers, leadership, and cross-disciplinary stakeholders, then identify where blockers originated.
Why it matters: Illustrates my capacity to enter an unfamiliar structure, identify soft spots quickly, build trust, and implement efficient workflows that elevate team performance.
Exandria: Salt and Sigils
Role: Narrative Designer and Producer
Focus: End-to-End AA Pre-Production Concept for a Known IP
Focus: End-to-End AA Pre-Production Concept for a Known IP
This self-directed project showcases my capacity to integrate narrative design, systems design, worldbuilding, and production planning into a cohesive, professional-level pitch. To create a feasible AA-scope concept in one week, I immersed myself in the IP’s lore and built a structure that reflects how studios evaluate new concepts: mechanics, narrative arcs, UX, production needs, and budgeting.
Why it matters: This project proves I can quickly learn new lore, design systems aligned with existing IP constraints, and produce technical documentation and production plans at industry standards with minimal ramp-up time.
Cyberpunk 2077 – New questline and Features
Role: Narrative and Game Designer
Focus: Feature Ideation, Writing
Focus: Feature Ideation, Writing
For Cyberpunk, I developed a full feature proposal, including quests, lore justification, story framing, enemy logic, and UI integration. I analyzed the existing systemic pillars such as encounter design, scanning, lore delivery, and environmental storytelling. This required fast comprehension of complex AAA systems and the ability to reverse-engineer core behaviors into structured documentation.
Why it matters: This project showcases my ability to analyze existing AAA frameworks quickly, identify opportunities for expansion, and create documentation that aligns narrative intent with systemic feasibility.
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Overall Professional Value
Across these projects, I consistently demonstrate:
• Fast onboarding and rapid comprehension of pipelines and systems
• Proactive communication and cross-disciplinary collaboration
• Ability to translate creative goals into implementable solutions
• Management of ambiguity and shifting priorities
• Clarity in documentation that accelerates development
• Fast onboarding and rapid comprehension of pipelines and systems
• Proactive communication and cross-disciplinary collaboration
• Ability to translate creative goals into implementable solutions
• Management of ambiguity and shifting priorities
• Clarity in documentation that accelerates development
Studios can trust that I learn quickly, support team cohesion, elevate communication, and deliver structured documentation that shortens iteration time. My background allows me to bridge disciplines and remove friction across the development pipeline.