RESUME
Creative leader with 30+ years of experience driving innovation across games, interactive media, and marketing. Known for blending visionary direction with sharp business instincts to deliver impactful results in fast-paced environments.

September 2025 - Present
Creative strategy and experience design for Esports & Gaming
SENIOR CREATIVE DIRECTOR
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Developing high-level concepts and design frameworks for next-generation gaming venues, interactive attractions, and large-scale player experiences.
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Collaborating with cross-functional teams in architecture, technology, and entertainment to define creative standards and experiential storytelling pillars.
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Driving innovation across immersive media, display technology, and guest engagement to shape world-class gaming destinations.
Riyadh, Saudi Arabia


GAMES
June 2025 - July 2025
CREATIVE DIRECTOR (contract)
Unified narrative vision for BLACK, an upcoming mobile extraction shooter
Bangalore, India (Remote)

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Enhanced storytelling clarity and player immersion by refining mission flow, dialogue pacing, and key narrative beats.
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Designed new level layouts, gameplay encounters, and visual set pieces aligned with the game’s evolving tone and mechanics.
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Contributed to character and VFX design direction, ensuring cohesive world-building across art, gameplay, and story.
March 2025 - June 2025
ART DIRECTOR (contract)
AAA AI Generated Interactive Game
Netflix IP
San Diego, CA

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Art directed photoreal AI-generated cinematic content for an interactive Netflix IP.
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Led visual development and style direction for AI-assisted video sequences tied to gameplay
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Directed prompt engineering, integration of AI tools (ComfyUI, diffusion models) into production pipeline
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Aligned writers, designers, and engineers to support narrative goals and player experience
SENIOR CREATIVE DIRECTOR
March 2023 - March 2025
AAA Games for Sphere in Las Vegas
"Wizard of Oz" experience
LOS ANGELES, CA

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Directed the art, design, and creative vision for large-scale interactive games,
aligning technology initiatives with strategic goals and financial objectives. -
Collaborated with senior leadership to establish gameplay strategies and ensure visual and technical excellence.
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Led diverse teams of artists, designers, and programmers to craft narratives, intuitive gameplay, and cohesive product for 16k, 60 FPS experiences.
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Built and guided an internal art and design team to effectively communicate story elements and elevate gameplay quality.
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Balanced deadlines, resources, and style requirements to maintain consistency across all facets of game design and creativity.
SENIOR ART DIRECTOR
November 2021 - March 2023

LOS ANGELES, CA
AAA Games for The Sphere

• Envisioned, developed, and directed the tone and style of a wide range of games
for massive venue interactive games, ensuring the prioritization of technology
initiatives in alignment with strategic enterprise objectives and financial drivers.
• Partnered with senior leadership, establishing strategic objectives and meeting visual/technical standards of 16k, 60 FPS gameplay.
• Crafted and customized the product experience in collaboration with directing a diverse team of artists, programmers, and designers, ensuring an authentic representation of multiple narratives and gameplay.
• Led the growth and direction of an internal art team, crucial for effectively communicating story elements and crafting intuitive gameplay.
• Strategically balanced communications with impacts of deadlines and resources, aligned with style and quality requirements, while maintaining consistency across all aspects of game design and creativity.
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ART DIRECTOR (contract)
January 2021 - November 2021
SAN FRANCISCO, CA
"Larcenauts"
• AAA VR Shooters
• Maintained awareness of demographic and market trends
• Envisioned, developed, and directed the tone and style of a wide range of games for massive venue interactive games, ensuring the prioritization of technology initiatives in alignment with strategic enterprise objectives and financial drivers.
• Collaborated with senior leadership to establish strategic objectives and gameplay standards, ensuring alignment with visual and technical benchmarks.
• Orchestrated the crafting and customization of the product experience through adept collaboration with a diverse team of artists, programmers, and designers.
• Ensured an authentic representation of multiple narratives and gameplay elements.
• Spearheaded the growth and direction of an internal art and design team, playing a pivotal role in effectively communicating story elements and crafting intuitive gameplay.
• Strategically managed communications, navigating the impact of deadlines and resource allocation. Maintained alignment with style and quality requirements, ensuring consistency across all facets of game design and creativity.

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STUDIO ART DIRECTOR (contract)
February 2020 - January 2021
SANTA MONICA, CA

"Firewall Zero Hour" & "SOLARIS"
• AAA VR Shooters
• Maintained awareness of demographic and market trends
• Created compelling storytelling, new IP ’s and creative direction
• Balanced impacts of deadlines and resources with style and quality requirements
• Provided feedback that helps to maintain consistency across all art disciplines
• Worked cooperatively on an agile team of artists , programmers and designers
• Created outsource partners and work with them to create content



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CREATIVE DIRECTOR
March 2017 - February 2020
BEVERLY HILLS, CA

"Unannounced"
• AR/VR Interactive Narratives and Games
• Developed tone, style, and visuals for VR and AR games and apps
• Maintained awareness of demographic and market trends
• Created compelling storytelling, new IP ’s and creative direction
• Balanced impacts of deadlines and resources with style and quality requirements
• Provided feedback that helps to maintain consistency across all art disciplines
• Worked cooperatively on an agile team of artists , programmers and designers
• Created outsource partners and work with them to create content
• Hired and managed internal art team

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STUDIO ART DIRECTOR (studio closure)
June 2016 - March 2017

LOS ANGELES, CA
"Iron Order" & "Hyperstrike GO!"
• Art/Design/Creative Direction for Active VR Shooter and Mobile card combat game
• Developed tone, style, and visuals for VR combat game
• Maintained awareness of demographic and market trends
• Created compelling storytelling, new IP ’s and creative direction
• Balanced impacts of deadlines and resources with style and quality requirements
• Provided feedback that helps to maintain consistency across all art disciplines
• Worked cooperatively on an agile team of artists , programmers and designers
• Created outsource partners and work with them to create content


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ART DIRECTOR (contract)
February 2016 - June 2016

LOS ANGELES, CA
"Raw Data"
• Active VR combat
• Developed tone, style, and visuals for VR combat game
• Maintained awareness of demographic and market trends
• Created compelling storytelling, new IP ’s and creative direction
• Balanced impacts of deadlines and resources with style and quality requirements
• Provided feedback that helps to maintain consistency acros s all art disciplines
• Worked cooperatively on an agile team of artists , programmers and designers
• Communicated with executive level on a broad range of topics : business, technical and creative

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STUDIO ART/CREATIVE DIRECTOR (studio layoff)
February 2014 - February 2016
LOS ANGELES, CA

"Fantastic Plastic Squad"
• 3rd person F2Play mobile shooter published by WG CELLS
• Worked with KABAM for 5 months on F2P strategy, marketing and best practices
• Developed final game with WG CELLS for monetization and user flow
• Developed tone, style, and visuals for AAA mobile gaming
• Created compelling story, and creative direction
• Balanced impacts of deadlines and resources with style and quality requirements
• Provided feedback to maintain consistency across all art disciplines
• Worked cooperatively on an agile team of artists, programmers and designers
• Managed on-site and off-site art teams

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PUBLISHING ART DIRECTOR
October 2013 - January 2014
NOVATO, CA

"Evolve" & "Civ Rev 2" for iOS
• Presented strategic media plans to clients and key stakeholders
• Identified opportunities to make better games while actively listening to clients
• Provided in-depth and thorough strategic thinking, media knowledge
• Maintained strong working relationships with both internal and external clients
• Communicated and educated teams on new pipelines/techniques, and best practices
• Analyzed campaign results, optimized efforts, and recommended future adjustments
• Provided active and on-going communication regarding the art group and projects
• Coordinated with internal technology groups as it related to pipeline and process
• Other duties as defined by the VP of Creative


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STUDIO CREATIVE DIRECTOR OF ART (studio closure)
April 2012 - October 2013
SAN DIEGO, CA

"Defiance"
• Collaboration with SyFy network on first transmedia project across MMO & TV Series
• Developed storytelling, design and continuity with TV show
• Worked with the discipline leads to provide a consistent and high bar for art
• Provided feedback to the leads that helps to maintain consistency across all art disciplines
• Communicated critiques that are solutions-oriented in order to help guide leaders to better decisions
• Created and maintained standards, processes, and procedures across art disciplines
• Collaborated with marketing to ensure consistent AAA game representation in all materials
• Managed, Mentored and Directed on-site and off-site art teams
• Unified the vision between the TV show and the MMO game

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STUDIO ART DIRECTOR (studio closure)
August 2011 - April 2012

REDMOND, WA
"Unit 13" & "Unannounced IP"
• Set expectation with peers, art staff and senior management
• Balanced deadlines and resources with style and quality requirements
• Solved complex problems efficiently
• Provided feedback to the leads that helps to maintain consistency across all art disciplines
• Worked cooperatively on a team spanning artists, programmers and designers
• Communicated effectively with executive level staff on a range of topics: technical, business, and creative
• Managed on-site and off-site art teams


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ART DIRECTOR, ASSOC; LIGHTING DIRECTOR
December 2008 - August 2011

LOS ANGELES, CA
“Call of Duty: Black Ops”; “Black Ops2”; “Zombies DLC”; “Modern Warfare 3”
• Developed creative strategies for brand and campaigns; resultant combined sales of over $1 Billion
• Created and executed high level art and creative direction
• Managed the creation and maintenance of supportive art materials; including concept art for the teams and ensure execution
• Contributed and facilitated in expanding core ideas, concepts and style guides
• Contributed feedback and reviews on a regular basis
• Collaborated with and maintained quality communication with departments
• Managed on-site and off-site art teams


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CO-FOUNDER; CREATIVE DIRECTOR (start-up)
February 2008 - December 2008
LOS ANGELES, CA

"Footy Academy"
• Design, Art Direction, and Narrative for online social gaming network
• Designed 18 characters
• Oversaw the manufacturing of prototype figurines
• Schedule, team, and budget management

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CO-FOUNDER; CHIEF CREATIVE OFFICER (start-up)
August 2007 - February 2008

LOS ANGELES, CA
"Academy 13"
• Tween MMO Social Gaming site; Toys to Life
• Design, Art Direction, and Narrative for online social gaming network
• Schedule, team, and budget management

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CG DIRECTOR; PRODUCER
April 2003 - August 2007
"Medal of Honor: Airborne; MOH Pacific Assault; MOH: Rising Sun"
LOS ANGELES, CA

• First Console game to use Unreal Engine; Industry Leading FPS
• Visual director for next generation platform with the responsibility of increasing player immersion via the latest video hardware and 3D Acceleration
• Lighting Direction, VFX, Post FX, weapons, vehicles, characters, Front End Sourcing, First Person Animations
• Implementation of improvements to the production pipeline for the Studio and EA Global
• Modeling/Texturing/Animation/Setup for props, weapons, environments and characters.
• First Person experience Direction (weapons, VFX, animations, camera, First Person Model)



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MODELER; DESIGNER (contract)
October 2002 - April 2003
ALAMEDA, CA

"Matrix: Reloaded; Matrix: Revolutions"
• $1.5 Billion in Worldwide gross
• Lead hovercraft and weapon platform artist
• Modeling/Design
• Collaborated with key department Leads

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SENIOR MODELER; DESIGNER
January 2002 - October 2002
SAN RAFAEL, CA

"RTX: Redrock"
• New Lucasarts premier IP
• Modeled and textured props, environments and characters
• Created cinematic and game assets
• Collaborated on UI

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SENIOR ARTIST
May 2000 - December 2001
AUSTIN, TX

"Metroid Prime"
• #1 Selling GameCube Game
• Modeled and textured props, environments and characters
• Contributed to Story and Level Design
• Collaborated on UI/HUD designs

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LEAD CG ARTIST
February 1997 - May 2000
HONOLULU, HI

"Final Fantasy: The Spirits Within"
• First photo-real animated feature marketed for adults
• Modeled and textured props, environments, weapons and anomalies
• Contributed to Story and dialogue
• Art Directed and created holograms and motion graphics

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ART/TECHNICAL DIRECTOR
November 1995 - January 1997
LATROBE, PA

"Jetfighter: Full Burn; Black Dahlia; Battlecruiser 3K; Ripper"
• Point and click adventure and open world combat games
• Art Directed a team of 4
• Designed multiple levels for various games
• Created assets for in-game as well as cinematics



