PROJECTS
Previous Work Experience
2025-2026
Bungie
Quality Assurance Generalist
Pantheon II
A final sendoff to the Destiny community, paying homage to all the most iconic raid bosses seen throughout the years, including those which had been previously removed from the game. Was responsible for the usual Quality testing required for Raid & Dungeon Content.
2025
Bungie
Quality Assurance Generalist
Equilibrium
3-Player Star-Wars inspired Dungeon, Featuring 2 more unique boss encounters. Responsible for the usual Quality testing required for Raid & Dungeon Content. Fun Fact, I figured out how to push a boss off the map like a week or two before launch. (We fixed it)
2025
Bungie
Quality Assurance Generalist
The Desert Perpetual (Epic)
A new attempt at re-releasing an existing Raid, Keeping the same boss arenas, while reimagining the mechanics required to complete them. All while bumping the difficulty to an even higher level than the original, and Including a brand new final boss encounter. I was responsible for all of the usual items, while also lending a hand towards ideas in designing the final encounter. Fun Fact, That encounter was still unfinished and impossible to beat 3 days before it went live
2025
Bungie
Quality Assurance Generalist
The Desert Perpetual
Part of the Raid & Dungeon team at Bungie, Worked on both the Original & 'Epic' versions of this raid. Responsible for performance, network, and photosensetivity testing, Encounter & Sandbox balancing, and a whole heaping of other general case test passes. Guys I'm sorry we made this one really hard
2024
Moving Pieces Interactive
3D Artist · Game Development
Entropy Survivors
A spinoff sequel to Shoulders of Giants, While I did not personally return to work on this project, seeing as how the majority of art assets are unaltered ports recycled from the first game, I believe in good faith I was credited. Probably.
2022 — 2023
Moving Pieces Interactive
3D Artist · Game Development
Shoulders of Giants
'Shoulders of Giants' is a Co-op Multiplayer roguelike developed in Unreal Engine 5. I was responsible for creating the majority of the Character, Environment, and Weapon Assets seen in the final release.
2021
RoosterTeeth Productions
Character Rigging Artist
Red vs Blue: Zero
I was responsible for rigging the main cast of characters featured in the Series, Around ~15 character models were provided by 343 Studios, and required new Skeletal rigs & Weight painting to be compatible with Unreal Engine.
2021
RedG Studios
3D Artist · Game Development
Eldritch Farming Sim
Worked with a team of roughly a dozen people on an indie game, originally pitched as a farming sim set on an island exhibiting strange eldritch properties that the local population seems to be blissfully unaware of. Fun fact: at one point, at least a third of the people on the dev team were also named Cameron. (or Kameron)