Resume / 14 years in 3D
Craft, systems, and senior ownership.
Product visualization, daily CAD-to-render work, real-time production, character art, and the workflow judgment that helps a team deliver consistently.
Senior 3D Designer / Product Visualization Lead
I produce photoreal, production-ready assets for consumer products, global marketing campaigns, and interactive media. My strongest work connects accurate visual craft with repeatable workflows, cross-functional collaboration, and clear final QA.
Senior 3D DesignerZAGG / Salt Lake City, Utah
Lead 3D artist for product renders and animations across global campaigns, e-commerce, packaging, retail, and broadcast. Owns daily CAD-to-render work, look development, materials, lighting, final rendering, visual standards, mentorship, and quality reviews.
Co-Founder and Lead ArtistSpellbound Studios / Salt Lake City, Utah
Guides the full Shattered Realms asset pipeline from concept through Unreal Engine implementation, including character art, modeling, PBR materials, lighting, environments, optimization, visual direction, and production workflow.
Founder and Lead Character ArtistStormborn Collectibles / Salt Lake City, Utah
Creates fantasy collectibles from concept and ZBrush sculpture through production preparation, rendering, and final presentation while balancing visual quality with physical manufacturing needs.
3D DesignerZAGG / Salt Lake City, Utah
Produced high-fidelity product imagery for packaging, retail, and digital marketing while helping modernize visualization workflows, improve consistency, and raise realism across product launches.
3D Character SculptorZak Designs / Spokane, Washington
Sculpted production-ready licensed consumer collectibles for brands including Marvel, DC, Lucasfilm, and Warner Brothers while working within manufacturing constraints and licensor standards.
3D DesignerWhiteclouds / Ogden, Utah
Created architectural, character, and prototype models for large-scale full-color 3D printing while balancing speed, precision, and production quality.
FX ArtistDisney Interactive Studios / Salt Lake City, Utah
Created particles, textures, and in-engine real-time effects for Disney Infinity 2.0: Marvel Super Heroes inside a shipped AAA production pipeline.
Working toolkit
A broad toolset organized around one clear goal: accurate, high-quality 3D work that survives real production constraints.
Modeling and look development
Maya, ZBrush, Substance Painter, precision surfacing, product and character modeling.
Rendering and visualization
Arnold, V-Ray, KeyShot, advanced lighting, materials, scene composition, and final rendering.
Real-time production
Unreal Engine, PBR workflows, optimization, FX implementation, and in-engine delivery.
Design and new tools
Photoshop, Illustrator, Marvelous Designer, Gen AI-assisted exploration, and prompt-driven visual communication.
Education
Vancouver Film School
Diploma in 3D Animation and Visual Effects
Utah Valley University
Coursework in Digital Media and Fine Arts