Chapter One
Building and leading the organizations, pipelines, and cultures that let teams do their finest work. Roles listed by title.
Executive Producer and product lead inside Riot's Discovery Studio, where R&D incubation explores new opportunity spaces. Scaled from 2 to 53 developers through multiple milestone gates and investment evaluations. Ultimate accountability for business strategy, P&L, game development execution and quality against creative, technical, and delivery goals. Led core leadership team and owned stakeholder management, while driving workforce planning, budget strategy, and a high-trust, high-clarity culture.
New genre space development validated through a structured milestone gating model. Product ownership from greenlight through pre-launch production complete.
Led product and portfolio strategy. Defined audience, product thesis, operating model, and multi-season investment roadmap, with ultimate accountability for game development execution and quality against creative, technical, and delivery goals.
Owned KPI frameworks, discovery goals, and decision gates (kill/pivot/advance), leveraging longitudinal, naturalistic playtesting to validate D7/D14/D28 retention and guide core loop, meta-system, and content cadence decisions.
Partnered with product management, publishing, finance, insights, and platform leadership to align creative direction, budget, resourcing models, and end-to-end delivery plans across internal teams and external partners.
Developed TAM/SAM/SOM models, KPI frameworks, and multi-release milestones informing long-term strategy, feature prioritization, and investment decisions.
Directed production for Riot's Creative & IP organization, delivering 30–40 global launches annually across games, music, film/TV, animation, and live events. Managed comprehensive annualized budgets, 175+ person organization, and a 25–30 agency partner ecosystem. Extended IP reach to 100M+ players globally. Portfolio: Arcane, Riot Forge, K/DA, Worlds Ceremonies, Riot Music.
Led portfolio planning in coordination with League of Legends, VALORANT, Teamfight Tactics, and additional titles; oversaw seasonal IP integration across product roadmaps and live events.
Designed and operated greenlight governance aligning creative ambition, scope, budget, and audience impact. Implemented resource and prioritization frameworks, improving predictability and cross-team coordination.
Incubated new IP expressions and led 0-to-1 projects in partnership with publishing and regional teams.

Guided portfolio strategy, reviewed milestone gates, playtested key builds, and aligned publishing scope with Riot's IP ambitions. Partnered with external studios including Double Stallion, Airship Syndicate, and Tequila Works. Provided hands-on guidance to the Forge Leadership team involving production roadmapping, development strategy, IP usage, and player experience across creative, technical, and design implementation.

Established art pipeline standards, scheduling methodology, and cross-project resource allocation. Integrated performance capture pipelines and art outsourcing pipelines into the studio's production practices in pursuit of modernizing approaches to development.
Built tracking and reporting infrastructure for art production status. Supervised over 60 direct reports, including career improvement, annual reviews, and regular day-to-day support.
Provided additional production support on God of War: Ascension, internal R&D projects, and technology development for next-gen hardware ahead of the God of War franchise reinvention.

Overhauled production process from the ground up, built entirely on agile methodologies, including sprint planning, milestone gating, and risk tracking. Rebuilt studio talent from 8 to 60+ developers, while innovating on studio's usage of external partnerships and non-labor alternatives to optimize development.
Integrated performance capture, scanning, and procedurally generated technologies. Drove key software and middleware evaluations including Unreal Engine adoption. Managed relationships with key technology and publishing partners.
Accountable for project P&L across all OPEX, from key talent to vendor management. Guided development on an unannounced action RPG title.
Chapter Two
Full-cycle AAA production across studios, publishers, and platforms, from concept through worldwide release. Titles listed by game.
Partnered with creative director Cory Barlog on the franchise reinvention of God of War, from early concept and prototyping through full production scaling to 200+ people. Responsible for delivery execution of the product across milestone gates. Embedded with creative leadership to modernize God of War through its combat, cinematic presentation, Norse IP direction, exploration-intensive level design, and father-son narrative framework. Title has sold 23M+ copies, earned 94 Metacritic, and won Game of the Year at The Game Awards 2018.
Oversaw franchise transition from Greek to Norse mythology in partnership with Santa Monica Studio leadership. Responsible for the delivery execution and management of budget, resources, and team processes from concept through production.
Defined development strategy, milestone structure, and scaled agile methodology guiding the franchise's reinvention across a 200+ person team and multiple external partners. Drove backlog organization, prioritizations, and team rituals.
Built and owned the rhythm of production, supervising 18+ members of the production team in overseeing the project's work system and organizational design to meet its budget and timeline goals.
Produced the E3 2016 live orchestral reveal, viewed by millions worldwide; coordinated go-to-market planning with SIE Publishing and World Wide Studios leadership. Watch the reveal →

New genre space incubation through milestone validation. Advanced based on milestone gated model, managing investor-aligned budgets with full business and P&L accountability. Org scaled from 2 to 53 people. Product ownership from greenlight through pre-launch while validating opportunity space worth pursuing against Riot's business goals.
Led product and portfolio strategy. Defined audience, product thesis, operating model, and multi-season investment roadmap, with ultimate accountability for game development execution and quality against creative, technical, and delivery goals.
Owned KPI frameworks, discovery goals, and decision gates (kill/pivot/advance), leveraging longitudinal, naturalistic playtesting to validate D7/D14/D28 retention and guide core loop, meta-system, and content cadence decisions.
Partnered with product management, publishing, finance, insights, and platform leadership to align creative direction, budget, resourcing models, and end-to-end delivery plans.
Developed TAM/SAM/SOM models, KPI frameworks, and multi-release milestones informing long-term strategy, feature prioritization, and investment decisions.
Guided portfolio strategy, reviewed milestone gates, playtested key builds, and aligned publishing scope with Riot's IP ambitions. Partnered with external studios including Double Stallion, Airship Syndicate, and Tequila Works. Provided hands-on guidance on animation, visual design, and gameplay feel.

Led development direction on an unannounced action RPG project for Square Enix. Oversaw production planning, milestone structure, and cross-studio collaboration.
Overhauled production process from the ground up, built entirely on agile methodologies, including sprint planning, milestone gating, and risk tracking. Built team from 8 to 60+ developers, while innovating on studio's usage of external partnerships and non-labor alternatives to optimize development.
Integrated performance capture, scanning, and procedurally generated technologies. Drove key software and middleware evaluations including Unreal Engine adoption.
Accountable for project P&L across all OPEX, from key talent to vendor management.

Led full development of Lost Planet 3 (Xbox 360, PS3, PC) overseeing 110 developers; delivered all Capcom publisher milestones on time and within budget.
Primary Capcom contact for milestone review, scope negotiation, and creative approvals. Instituted scaled agile frameworks, oversaw development budget and resourcing strategies. Partnered with game director on all key product decisions.
Directly managed 8-person production team in driving organizational design and delivery strategy.
Oversaw all production requirements of the development team and in relationship with Capcom Japan, U.S., and Europe; navigated cross-cultural workflows, approvals, and quality expectations throughout the title's lifecycle.
Represented the project publicly at SIGGRAPH 2012 and New York Comic-Con 2012.
Released August 2013 on Xbox 360, PS3, and PC.

Oversaw SMS art operations during final months and ship for God of War: Ascension. Managed artists and animators across all creative and technical art disciplines. Established art pipeline standards and scheduling methodology that carried forward into the God of War franchise reinvention.
Provided tactical support for PS3 certification requirements across all major regions.
Released March 2013 on PS3.

Responsible for building the animation team and pipeline, leading key frame driven in-game and cinematic production, and delivering character and creature animation through gold. Provided animation direction reviews, best practices, and support for the animators. Supervised biomechanical requirements and implementation of all characters from concept, character production, rigging and final animation.
Provided support in instituting first agile conversion at Spark, by leading scrum-based strike teams across key interdisciplinary efforts, primarily focused on AI driven creature development and FPS mechanics.

Served as Lead Animator at Spark Unlimited on Call of Duty: Finest Hour (PS2, Xbox, GameCube). Responsible for soldier and character animation, rigging standards, and building the animation workflow that would carry forward into subsequent Spark titles.
Built an iconic feeling of Call of Duty as a world of citizen soldiers and not singular heroes through animation direction and execution.

Animator and Lead Animator at EA (DreamWorks Interactive). Featured in Official PlayStation Magazine and GamePro. Nominated for “Console First Person Action Game of the Year.”
Foundational AAA production experience: craft-level execution at a major publisher on a top franchise.
Chapter Three
Real-time production at global scale: AR, VR, and broadcast experiences reaching tens of millions of concurrent viewers. Listed by event.
Greenlit and drove live AR Elder Dragon production at the Bird's Nest stadium in Beijing: 60M+ unique global viewers, real-time Unreal Engine rendering integrated into the broadcast pipeline. Awarded the Sports Emmy for Outstanding Live Graphic Design.
Managed cross-functional production pipeline involving Unreal Engine real-time rendering, broadcast integration, and on-site execution. Owned the product's content delivery from concept to final in-engine asset delivery.
Identified and oversaw delivery of assets with key partners, including Passion Republic. Partnered with esports broadcast team on technical delivery.
The first large-scale live AR broadcast moment in esports history.
Provided an overview of the innovations and experience at State of Unreal from Epic Games at the annual Game Developer's Conference (GDC) in 2018.

Industry-leading real-time AR virtual idol performances. Built partnerships across three continents involving Riot Games, Cubic Motion, The Future Group, Epic Games, and Tencent for the LPL broadcast. Designed and oversaw product from inception to final delivery, including building the technical pipeline, creative direction, real-time rendering, and on-site delivery in China alongside a highly collaborative team from within Riot and across key partnerships.

Three creative beats across three separate teams: a K/DA champion-infused countdown, a live K/DA AR music performance involving real singers and their virtual counterparts, and a pre-rendered CG generated sequence involving Ahri chasing the Summoner's Cup trophy.
Supported resourcing and talent required for the K/DA transformation of the countdown clock. Spearheaded the asset creation and high-fidelity character models for the AR K/DA performances. Production planning, vendor assessments, craft supervision and feedback for performance capture sessions at Digital Domain for the dance performance beats. Led internal development of Ahri asset and partnered with CDev CG team to produce the Nostalgia beat of Ahri chasing the Summoner's Cup.
Coordinated across Riot esports, music, creative, and broadcast teams for a cohesive multi-act ceremony.

First-person immersive perspective of League of Legends champion Zyra. Developed UE4 VR pipeline, on-site hardware spec, and delivery to kiosk infrastructure. Multi-city simultaneous deployment across the China consumer tour.
Chapter Four
Feature animation, streaming series, and broadcast production, from theatrical CG films to Emmy-nominated streaming. Listed by title or studio.
Production stakeholder on Riot's first animated series, partnering with Fortiche Productions across story, visual development, and production pipeline. Premiered to critical acclaim, earning nine Emmy nominations including wins for Outstanding Animation Program, and multiple Annie Awards.
Coordinated across Riot franchise, licensing, and publishing teams to align the series with League of Legends IP strategy. Provided operational support for the key Riot development team and communication/collaboration across the company and with Fortiche when needed. Advised on visual development and production pipeline structure in partnership with the Fortiche team in Paris.
Provided notes to key stakeholders and C-Suite involving major decision moments for the product. Attended and supported Riot production leaders during major stakeholder reviews and greenlight of production.
Widely regarded as a benchmark in game-to-screen adaptation.
Layout artist on Imagi's theatrical CG feature, responsible for camera, staging, and performance framing across sequences within a large-scale studio production pipeline.
Worked within a large-scale theatrical CG production pipeline at a major animation studio. Coordinated with Director of Photography to refine key layout sequences. Partnered with editorial and animation teams to land appropriate cinematic language for the cameras. Further refined cinematic staging and camera craft that carried through to later work in games and live events. Released 2009.
Early career CG film animation role. Contributed across all aspects of CG pipeline, from modeling, texturing, layout, animation, lighting and compositing on original independently developed CG animated feature film Aerotroopers. Built by a team of less than 20 artists, it competed during a time of highly-gated proprietary CG development from Pixar and PDI. Served as a foundation in visual craft that directly informed subsequent cinematic and real-time game development work and critical knowledge across the entire CG animated pipeline.
CG artist and VFX contributor on multiple primetime series including Sabrina the Teenage Witch, Power Rangers, and Boy Meets World. Early adoption of Maya as a 3D Generalist to drive CG integrations with live action plates. Worked within a professional post-production pipeline during the early era of digital VFX in television.
On-air graphics and motion design across three major cable networks. Contributed to broadcast identity, Chyron operation and graphics, and network packaging during the formative years of cable television design. Foundation in real-time production craft that informed later work in games and live events.
Chapter Five
Side projects, IP expansions, and creative experiments: the work that happens because making things is what you do.
Animated Shorts & Series
Riot Games · Music & IP
Virtual K-Pop artist group built on League of Legends IP: music, visuals, virtual performance, and global fandom spanning two album eras.
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Riot Games · Interactive
Interactive world map bringing the regions, factions, and lore of Runeterra to life, a living geography for hundreds of millions of League of Legends players.
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Riot Games · Lore Platform
The canonical home for League of Legends lore: champion bios, short stories, and universe content curated into a destination for the franchise's most dedicated players.
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Riot Games · Marvel Comics
League of Legends comics produced internally and in partnership with Marvel Comics: graphic storytelling extending IP into a new medium and audience.
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Riot Games · Music & IP
Original music spanning virtual artists, metal bands, genre experiments, and Worlds anthems: K/DA, Pentakill, True Damage, and more rooted in League of Legends IP.
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Riot Games · Tabletop
Cooperative tabletop board game for 2–4 players set in the League of Legends universe, one of the most acclaimed licensed board games of its era.
Explore →Get in Touch
Los Angeles, CA
Open to EP, GM, and Studio Director roles
in games and entertainment.