Welcome
Motion, illustration, games, and music — and the tools that connect them.
Creative technologist near Boston. I draw the cover, write the record, build the game, and code the tool that mixes it.
Artwork
Illustration since 2007, photography from Sedona, and motion design.
Open artworkGames
An iOS game, a card game on Newgrounds, VR and jam games.
Open gamesMusic
Released as ThirdEye: a power metal rock opera, a brass rock symphony, game soundtracks and more.
Open musicLabs
Browser tools I built to make the records: a 3D audio mixing space, an A/B listener, and a stem separator.
Open labsSelected work
Everything, by disciplineKicks of Destiny
A three-part power metal rock opera. Cover art, songs, and mix — all mine.
Load Reflex
iOS reflex game with global leaderboards, shipped solo.
Character illustration
Photoshop and Procreate.
Sphere Mixing Lab
Place every stem in space, then export the mix.
Sedona
Landscapes, night skies, and more.
Toolkit
About Me

Eleven years after Becker, I'm finally using my degree the way I was meant to.
I'm a multidisciplinary creative working across game design, character illustration, music production and motion design. I studied Interactive Media & Game Design at Becker College, and I've spent the years since making things end to end: the album art and the album, the game and its soundtrack, the mixing tool and the record mixed with it.
Six-plus years in enterprise IT run alongside that work: white-glove support for executives, multi-site rollouts, AI training programs for staff. It's why my creative work ships on time and holds up in production. Lately everything I make lives at the intersection of art, design and AI: I build the pipeline, then I use it.
Outside of work I'm in the fighting game community, competing, organizing, and selling stickers and prints at artist alley tables. I've also served on advisory boards for schools I care about.
Blog
All posts// Reach me here
Have a role, a project, or a track you want mixed in 3D? Send it my way.
Illustration
Nineteen years of drawing, newest first. Album art, character work, mascots, stickers, shirts, and the graphite studies it all started with.
Photography
Sedona red rock, Giza, night skies, and the fighting game community in costume. Hover to bring a frame into focus; click to open it.
Motion & audio-visual
Logo animation, promotional pieces, audio-first visuals, a Figma prototype animated in After Effects, and AI video work in Runway and Veo 3. Everything plays right here.
Games
Six titles across VR, iOS, web, and 48-hour jams. Two of them shipped this year: Load Reflex on the App Store and O.C.U on Newgrounds — designed, built, and scored solo.
Music
Released as ThirdEye. Written, produced, mixed, and mastered in my own workflow — Suno for synthesis, Samplab for cleanup, Adobe Audition for the final mix.
Labs
Browser tools I coded to make the records faster and stranger. Insert a cartridge to run the real thing below — no mockups.
Blog
Release notes from a one-person studio: what shipped, what's being remastered, and what I learned making it.
