I love working with a passionate team toward a common goal. I make it my mission to help move the project forward in any way I can, whether that’s a page of blue-sky concepts in the prototyping stage or game-ready assets when we’re deep in production. I leverage my years designing real-world products to create designs that feel believable and grounded, and my experience creating toys helps me bring a spark of imagination to more playful projects.
Let’s build something fun together!
Testimonials:
"Working with Jack was for me, a high note in my career. Jack has this way of tackling a concept that is unique in its own way. He'll come up with multiple solutions and the end result was always pretty awesome. Jack firstly loves mechanical concepts and design, he just has a knack for it. Whenever we needed old military supplies or downed gunships etc. Jack was the go to. What really makes him stand out was his ability to take direction on organic materials/concepts and just fly with it. There were many instances when we needed things done NOW and Jack didn't flinch. He was an essential part of my team. I really hope to work with him again."
- Game Art Director, Jam City
"Jack is an artist with ideas... not just for how something looked but how it worked in the game. He thought beyond the box of "just make something cool or pretty." He really thought about functionality of any asset he worked on. I haven't known too many artists who have this holistic approach to creating assets in games. But it completely make sense and every artist should do what Jack does! It makes designing levels that much more interesting, fun, and exciting. Jack helps motivate the rest of us by making us really think about how every asset works in the game. I can't recommend Jack more highly. Lucky... anyone would be lucky to have him on their team."
- Lead Level Designer, Jam CIty
"Jack's concept art makes games look awesome! I had the pleasure of working with Jack on project "Eden". He played a large role in establishing the visual style of the game, especially translating technical vehicles and futuristic architecture into an isometric environment. Jack has the ability to delve into the "does it look like it would work?" side of concepts. This rare skill gives his work credibility, even when he's making up an alien spacecraft, it looks like it really works and could actually exist! Jack is great at retaining the Ip's aesthetic even while rethinking it to fit within the requirements of our stylized 2D game, a skill that often takes years to develop but seemed to come perfectly naturally to him. I was extremely impressed with Jack's artistic talent and skill, but also his dedication to a project and hard working attitude. Jack has my highest recommendation as a valuable asset to any art team."
- Senior Concept Artist, Jam City
Unannounced Fire Hose Title:
- Led visual development of a new original IP, crafting a unique identity by establishing art direction, tone, thematic references, stylization, and motifs.
- Collaborated closely with the game director to rapidly prototype and iterate on a vertical-slice pitch demo in Unity, leveraging both custom and curated assets to create a visually cohesive sci-fi world with efficiency and care.
- Created props and vehicles from initial concept to final textured 3D game assets, adhering to polycount and texel density restrictions.
- Designed a panel-based spaceship building system with modular interior and exterior pieces and placeable machines.
- Additionally concepted characters, props, vehicles, environments, and VFX
- Developed UI/UX design from concept designs to Unity assets for implementation, including player HUD, 1st and 3rd-person flight controls, inventory, tech tree and crafting menus, maps, and other interaction screens.
- Created exciting and dynamic concept illustrations and brand/logo design for pitches to publishers.
- Conducted playtests, provided input on creative direction, game design, narrative, sound design, and music, and even recorded voice lines!
Techtonica (Steam, XBox, Playstation):
- Created animatic cutscene illustrations for a factory automation game, shipped in Q4 2024.
- Collaborated with narrative design from storyboards and initial concepts to finished images.
- 2D/Concept artist on an invest/express mobile title with a high-profile sci-fi IP
- Created sketch concepts for buildings, hard-surface props, terrain elements, alien flora, and adventure level environments
- Adapted source material and created new designs within the visual language of the IP, stylized to match the unique look and isometric perspective of the game
- Illustrated final in-game 2D assets, including props, modular terrain pieces, crafting icons, and plants with emissive overlays for nighttime scenes
- Worked directly with other 2D artists, 3D artists, tech artists, animators, level designers, and game designers to clarify and execute on deliverables under tight deadlines