I grew up in Daytona Beach, Florida—the worldwide home of racing—where weekends meant go‑karts, NASCAR, and anything with an engine. By 18 I’d earned my private pilot’s license, kept a 4.0+ GPA, and played basketball full time. I’ve been into games for as long as I can remember; the first one I played was MechWarrior 2 with my dad, and I’ve loved series like The Witcher, WoW, Forza, GTA, CSGO, and Halo ever since.
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Today I’m an AAA Level Designer on Star Atlas, working with a small global team. I’ve designed six levels—from a vast open‑world city inside the Oni CSS space station to tighter third‑person arena shooter maps—and built two racetracks from scratch. Give me concept art and I’ll turn it into an optimized, playable 3D space that flows for both racing and gunplay.
Before that, I joined Cloud Imperium Games (Austin) and helped stand up a new QA department, building processes that team still uses. I was promoted to my dream role—Game Designer—moving across mission, level, and tech design. On Star Citizen I created a resource‑efficient self‑checkout bar (it’s 900 years in the future, after all) and owned AI, loot, usables, and general layout work.
On the indie side, I spent five years building Nano Looper, a soccer FPS I modeled in Blender (characters, maps, ball, and guns) and scripted with Blueprints. I used Mixamo for animations and promoted the game at events around Austin with another talented developer—hundreds of people tried it, and you can download it for free. I’ve also led design on an NFT project and even set up mining rigs for ETH along the way.
I’ve always been entrepreneurial. At 21 I prototyped WIV (Water, Ice, Vapor), a bottle that filled itself over time using moisture in the air. It didn’t take off, but it taught me how to work with investors and iterate fast. I earned a B.S. in Business Management from Daytona State, took aerospace courses at Embry‑Riddle, and kept learning—game design classes, cybersecurity, and C#—even while selling cars at Maserati.
Racing is in my blood: I have a NASCAR license, my godfather is Justin Bell, and I’ve trained under Mike Skinner and his sons. Outside of work I’m friendly, easygoing, and relentlessly curious. I love dogs, hiking, and traveling to scout real‑world references for level design. Growing up in Florida, I got into surfing and scuba too.
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I’m proud to be someone who truly changed his stars. I’ve been designing games since 2015, I learn fast, and I bring my passion to the team every day. If my work resonates with you, I’d love to connect.





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