Overview
I started in fine art—painting and sculpture at USC—where I learned that how you make something shapes what it becomes. That philosophy still defines how I design: the process is the aesthetic.
When I drifted into motion design, it wasn’t part of a plan. Friends needed help on their films, and I got curious. One experiment led to another, and before long the same sense of composition, material, and light I’d developed in the studio was driving the digital work.
At Ghost Town Media, we were a small group of outsiders with no roadmap. We built workflows as we went—improvising our way through projects that didn’t yet have names for what they were asking. Those experiments became part of my design language—datamoshing for Kanye West’s Welcome to Heartbreak, the hybrid glitch aesthetic for Linkin Park’s A Light That Never Comes, and the 4D scanning techniques that turned imperfection into a bit of an identity.
Each of those moments started as design exploration before it became a pipeline. That’s still how I work — shape the process, let the look emerge.
Over time, my role expanded from crafting imagery to crafting the environments that make great imagery possible. But I’ve never stopped designing. I still sketch, direct, and build look dev; the difference is that now I also design the systems that support the vision.
My collaborations—with Linkin Park, Dell, NVIDIA, Intel, and now at Create Advertising—all orbit the same principle: strong design thrives on well-built process.
Today I help helm the Design team at Create, blending hands-on creative direction with pipeline architecture for a division handling campaigns across film, streaming, and gaming. Looking to shape not just the workflow, but the aesthetic tone and design language that defines the output.
I still think like the artist I was trained to be. The materials just changed—GPUs instead of graphite, pipelines instead of paint. The goal stayed the same: build the conditions for clarity, emotion, and craft to coexist.
When the process is interesting, the work will be too.
External Validation
AICP Post (2025) • Cannes Lions Titanium Grand Prix (2024) • D&AD (2024–25) • Clios (2022) • Golden Trailer (2025) • Motion Awards (2021, 2024) • 3× European Music Awards • 2× MTV VMA nominations
TECHNICAL DOMAINS
Cinema 4D • Houdini • Blender • After Effects • Nuke • Redshift • Octane • Arnold • Unreal • Python / OSL •
Ftrack / Deadline • Adobe Suite
say hi
Kind words
Motionographer - Breaking Your Internets
Lynda Interview - Concert Motion Graphic Workflows
2015 Siggraph Presentations
Styleframe Saturdays Interview
Hypebeast Interview - Beast Astray Exhibition
Post Perspective Interview - Quick Chat
Complex Magazine - The Hunting Party
3D and Motion Design Road Show - Generating the Artist’s Hand
Mograph Interview: ep292
Maxon - Between Two Worlds
InformationWeek - Sculpting Reality with Precision
FXGuide - Beautiful Glitches
NAB 2014 Presentation - Nontraditional 3D Acquisitions and Workflow
Lynda Round Table - Motion Design Insights
Creative Planet Network - Maxon C4D
Studio Daily Interview - A Light That Never Comes
Digital Production Buzz Interview - Creating Visual Effects in 3D
Dell Tech Camp Presentation
Dell Press Release - A Light That Never Comes
Post Magazine - Ghost Town Collaborates with Linkin Park
Digital Media World - Nvidia Accelerates 3D Workflow
The Street - 3D Scanning Workflows & Dell
Adweek - Absolut Greyhound
Trapcode - Waiting For the End
Lemonade Magazine Interview - Ghost Town
Pro Video Coalition - Flight of the Conchords