I joined when Blizzard was still Silicon & Synapse: a small creative team where everyone wore several hats. I worked across art, animation, game design, and creative leadership, helping build the games and creative foundations that would turn the studio into a household name.
The ideas that started worlds
I came up with the original idea for The Lost Vikings and the Orcs & Humans concept for Warcraft. Those ideas grew through the work of an extraordinary team, with my own contributions reaching from characters and worldbuilding into systems, missions, art, and animation.
Leading design and art
As Blizzard’s Chief Designer, I led design and art work across Warcraft I, Warcraft II, and StarCraft’s early development. At that scale, creative leadership also meant making things: designing units and maps, working on visuals and animation, shaping stories, and helping the team bring the pieces together.
For StarCraft, I was the original Lead Designer, shaping its early design and direction before leaving ahead of the game’s completion. The team continued that work through release.
Shaping Diablo
I helped drive Diablo’s shift from turn-based to real-time gameplay, improve its UX, and introduce mechanics including item durability, the hotbar, and click-and-hold movement.
Helping the team become something bigger
I grew with the studio, from artist and animator to leading game design. My part was both creative and practical: bringing ideas, helping people develop them, solving problems together, and doing the work needed to get a game into players’ hands.
That connection between a strong idea and a strong team has stayed with me through VRChat and Nilo.

