
UI/UX Design – Prototyping – Project Managent- Rigging & animation – game art
Educational Game Design
Five shipped K–12 titles in Unity and HTML5. One more in development. Concept origination, UX prototyping, character rigging, pipeline development, UI design — across all of them.
I led a team of five at Lincoln Learning Solutions. Earth & Beyond started as an open brief with no defined scope; it shipped with a holographic UI system that became the studio standard for every title after it. Overachievers shipped to Chromebook under full accessibility requirements, with a mixed-media animation pipeline I built and then taught the team to use. Mindrift needed a Blender-to-Unity character pipeline from scratch — I studied Unity’s rig requirements from first principles, built one, and ran it across a whole cast: the Nomad, Poe, Hypatia, Sagan, Douglass, a giant mocking owl.
Different problems, same instinct: make it real fast, then iterate.
-

Mindrift
Built a Blender-to-Unity character pipeline from scratch — rig, import, workflow — repeatable across a whole cast of characters.
-

Trash Talk
The team’s first Unity game. A parallax prototype proved the concept before a developer committed a single line of code.
-

Overachievers
Built the studio’s Unity 2D animation pipeline, trained the team on it, and shipped to Chromebook under full accessibility requirements.
-

Orbit & Beyond
An open brief with no scope became a holographic UI system that set the studio standard for every title after…