EXPERIENCE

Senior Product Specialist – Media and Entertainment | Epic Games

2021-2026

  • Designed a bespoke mode and UX squarely focused on design professionals unfamiliar with the Unreal Engine. This brought an entirely new user-base populated by professional designers with no Unreal Engine experience.

  • Drove a UX‑focused product vision at Epic Games, prioritizing the simplification of complex real‑time workflows in the Unreal Engine for creative professionals.

  • Managed Motion Design, a native Unreal Engine powered design product, by combining my own deep design and broadcast industry experience with our internal Epic Games engineering, business development, and solution architect teams. In addition to internal collaboration, I maintained external relationships with media industry market leaders. This was accomplished by maintaining feedback loops with customers to deliver the best tools with performance efficiency to match, resulting in several major television networks and broadcast integrators exploring and utilizing the toolset for their live events.

  • Defined development sprints/epics based on user feedback from both our beta and industry contracts. This made sure that each release and hotfix was pushing the product forward based on industry trends.

  • Established an adoption strategy for Unreal Engine real‑time tooling by focusing product investment on usability, workflow simplification, and cross‑functional alignment, ensuring that product goals stayed aligned with our growing user base.

  • Led development of streamlined material creation with Material Designer - a powerful Unreal material creation system for artists familiar with Adobe Photoshop, which generates a dynamic, PBR-material based on a traditional layer stack. Perfect for both new and advanced designers.

  • Drove focus on building broadcast ready, dynamic solutions for multilayer and multi-level graphics with the Transition Logic and Scene State systems.

  • Oversaw major updates to core engine systems such as Remote Control and enhancements to the ICVFX workflow, resulting in feature films and live broadcast productions taking advantage of the API to control many properties in their levels from something as simple as an iPad – leading to usage in productions like The Mandalorian.

  • Led development for enhanced 2D and 3D text tooling in the Text3D tool, designed to meet the needs of designers who require additional, dynamically rigged, styling and text customization.

  • Drove user adoption by leading the creation of a Motion Design Broadcast sample project, launched on the FAB marketplace, influencing hands‑on experimentation with the Motion Design toolset. (Can provide a link on request).

  • Guided part of a UX design project between Epic Games’s automotive division and a confidential partner to launch a highly successful integration at CES 2026, resulting in numerous companies realizing the power of Unreal for HMI use cases in vehicles.

Broadcast Real-time Graphic Artist | Fox Sports

2013-2021

  • Designed, rigged, and animated real‑time graphics using Unreal Engine, Vizrt, and Ventuz.

  • Delivered high‑profile, on‑air graphics for Fox’s marquee properties and events such as: Super Bowl LIV, 2019 & 2015 Women’s World Cup , NASCAR, NHL, UFC on FOX, and FS1’s studio shows.

  • Invented several cost-saving experimental workflows including one designed to streamline 3D asset creation using software such as the Adobe Substance suite, allowing for rapid creation of elements for the Nascar workflow. This generated critical cost efficiency.

  • Simultaneously specialized in several areas, such as creating flexible live graphics that could be repurposed and re-skinned for several sports. One example being the 2020 Super Bowl scorebox package where I was responsible for animating, rigging, and working with our software team to achieve full integration with live data.

  • Worked events, such as the Super Bowl in 2020, to ensure success for FOX’s innovations in both the Unreal Engine and Ventuz ran smoothly. This also involved being agile enough to design last minute creative changes, depending on the evolving needs of a live production environment.

Graphics Operator | Fox Sports

  • Operated VIZRT and DUET systems to build, trigger, and manage real‑time graphics for FOX Sports broadcasts, ensuring accurate on‑air delivery during fast‑paced live events.

SKILLS

  • Product Strategy & Vision

  • Product Design

  • Real-time Broadcast Design

  • Broadcast Video Workflow

  • Enterprise Tool Design

  • Requirements & Backlog Management

  • UX for Complex Systems such as Real‑Time Pipelines & Tooling

  • Cross‑Functional Leadership

SOFTWARE

  • Unreal Engine

  • Figma

  • Miro

  • Jira

  • Productboard

  • Adobe Creative Cloud

  • Substance 3D

  • Cinema 4D

  • ZBrush

  • Ventuz

  • Vizrt

EDUCATION

  • UC Santa Barabra (2008), BA in Film & Media Studies