PROJECTS

Previous Work Experience

2025-2026

Bungie

Quality Assurance Generalist

Destiny 2: Monument of Triumph

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.

Raid?7 Boss EncountersSix Player Acitivty

2025

Bungie

Quality Assurance Generalist

Destiny 2: Renegades

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)

Dungeon3 Encounters3 Player Activity

2025

Bungie

Quality Assurance Generalist

Destiny 2: Ash & Iron

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

Raid4 EncountersSix-Player Activity

2025

Bungie

Quality Assurance Generalist

Destiny 2: The Edge of Fate

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

Raid4 EncountersSix-Player Activity

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.

Character ModelingHard Surface Art

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.

Character ModelingEnvironment ArtHard Surface Art

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.

Character RiggingUnreal EngineAnimation

2021

RedG Studios

3D Artist · Game Development

Untitled Indie Project

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)

Indie3D ArtGame Design