NightGames—an experiential dance party with live costumed characters (me)
NightGames—an experiential dance party with live costumed characters (me)
Mitigation—a party game for learning Cybersecurity best practices
Mitigation—a party game for learning Cybersecurity best practices
LOGOS DIVINÆ—an ancient prequel to tarot
LOGOS DIVINÆ—an ancient prequel to tarot
Space Cruiser—a 200+ interactive event at the Hayden Planetarium
Space Cruiser—a 200+ interactive event at the Hayden Planetarium
Amsterdam—"The Iceman Cometh" meets "Who Framed Roger Rabbit?" for PS Vita
Amsterdam—"The Iceman Cometh" meets "Who Framed Roger Rabbit?" for PS Vita
Rockstar Games—AAA productions for consoles + PC
Rockstar Games—AAA productions for consoles + PC
I’ve worked across the full spectrum of games—contributing work on AAA titles, directing an independent tabletop publishing business, creating commissioned interactive museum installations, and led research-driven educational game development. I believe in the power of games to transform our sense of connection and wonder. I've worked as a creative director, visual researcher, production artist, game systems designer, UI designer, and graphic designer for launch campaigns, promotional marketing, and created iconic systems for individual title's visual identities and studio brand strategy. 

My contributions to the independent games movement and culture led to my inclusion in the Victoria & Albert Museum's traveling exhibition, Videogames: Design/Play/Disrupt.
LOGOS DIVINÆ | Little Red | 2020-2026
A historical card game built from ancient myth and playing card culture. I designed the full ruleset, created over a hundred illustrations, and developed the visual taxonomy that ties game elements with Alexandrian cosmology together. The project pushed me to merge research, painting, and system design into a coherent object—one that now exists across multiple editions and continues to evolve through ongoing playtesting and community feedback.
Mitigation| NYU Engelberg Center on Innovation Law & Policy | 2025-2026
A tabletop game developed with researchers and legal scholars to teach cybersecurity and risk management. In the process, I helped a team of lawyers and educators become game designers. I worked to translate the complex policy concepts into approachable game mechanics, designing the iconography, card templates, and created a visual language that guide players through the system. The goal was clarity and utility: a game that could survive repeated classroom use while still feeling engaging and intentional.
NightGames | Dozen Eyes | 2014-2015
A large-scale dance party game that blended costuming, motion tracking, contextual soundscapes, character animation, and live performance. I designed and animated the creature players summoned into the space, designed a physical monster suit, and performed as the character in real time—responding to the crowd by joining the dance—the music would augment and change through the digital maracas we built using the PlayStation Move controllers. It was part game, part improvisational theater, and part rave ritual.
Various Installation Games | Babycastles | 2012-2014
Before Babycastles had a permanent home, I helped develop a variety of installation-based games for clients and cultural institutions including The American Museum of Natural History, The Museum of Art and Design, Le Gaité Lyrique, and Clocktower Gallery—including a a three-story cardboard jungle-gym infused with videogame screens and 3D projectors, a facsimile of a pizza restaurant, and a small village made of cats. We worked with other independent developers including the Sportsfriends to bring a myriad of games to new venues, including a collaborations with the Wu-Tang Clan to modify Johann Sebastian Joust for performances by Inspectah Deck and RZA.
SpaceCruiser |American Museum of Natural History | 2012
An experiential installation facilitated by Babycastles, SpaceCruiser was developed by Ivan Safrin for the Hayden Planetarium: a 200-person cooperative space-exploration game played across the dome. I helped design the game’s promotional material, wrote and produced the script and voiceover sessions with The Magnetic Fields frontman, Stephin Merritt, directed the sound effects development with musician Jared Hiller, and helped build the physical interfaces that structured play inside the Planetarium's dome. The end result was a unforgettable night at the museum—with a live soundtrack performed by artist & musician Greg Fox.
Various Titles | Rockstar Games | 2010-2013
At Rockstar I contributed to visual identity and worldbuilding across titles including Red Dead Redemption, Max Payne 3, L.A. Noire, and the Grand Theft Auto series. My work spanned marketing art, in-game graphics, visual research, and narrative support—helping shape the look and feel of some of the studio’s largest releases. Much of the job was defining tone: how a world reads at a glance and how its materials communicate story. Additionally, I worked with a team of capture artists to create "machinima" used for trailers and commercials—including a 30 minute feature directed by John Hillcoat (The Proposition) and edited by Barry Alexander Brown (Do the Right Thing).

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