SELECTED MOTION WORK
For over 15 years, I’ve worked fully hands-on across 2D and 3D motion, art direction and visual systems, from concept through final execution. My background in motion began in 2D and After Effects, where typography, timing, composition and information hierarchy became the foundation of how I think about movement. Today, my practice combines tools such as Cinema 4D, After Effects, Redshift and ZBrush with increasingly integrated generative AI workflows, expanding exploration and accelerating iteration while I retain full authorship and creative ownership over concept, visual language, direction and final output.
Miley Cyrus — Live Visuals
Role
Art Director / 3D Artist / Motion Designer
Project Description
I created live visuals for Miley Cyrus using pre-existing footage of Miley with the kitten as the starting point. From there, I developed the full visual treatment around the footage, combining 2D compositing with original 3D elements, animation and spatial design to build a cohesive stage piece.
Design Approach
The challenge was to make live-action footage and 3D feel like one visual system rather than separate layers. I used composition, masking, scale, timing and motion hierarchy to integrate the provided footage into the 3D environment, carefully controlling where attention moved and how the image evolved across the screen.
Kanye West ft. Rihanna — PARANOID
Role
Motion Designer / Designer / Editor
Project Description
I designed the animated typography for Kanye West’s “Paranoid,” featuring Rihanna, integrating 2D motion graphics with live-action footage and contributing to the editing and visual composition of the piece.
Design Approach
Typography was treated as a structural element of the edit rather than an overlay. I used timing, scale, placement and movement to organize information, guide attention and respond to the rhythm of the track, while maintaining readability and balance with the live-action performance.
Irregular Hours — Product Identity & Motion
Role
Art Director / 3D Artist / Motion Designer
Project Description
I worked with Irregular Hours during an early stage of the product, helping shape both its visual identity and the creative output around it. The product was built around a system of eight archetypes, with the Archetype Wheel acting as a central element of its identity. I had full ownership of translating that system into a dimensional motion language, from concept and 3D design through composition, typography, animation and final delivery.
Design Approach
I treated the Archetype Wheel as the organizing principle of the piece. I modeled each of the eight archetype symbols in 3D, introduced them individually throughout the environment, and designed the motion hierarchy that ultimately brings them together into a single recognizable mark. Every decision, from timing and transitions to materials, type and composition, was refined to make the system feel coherent, intentional and scalable beyond a single animation.
Apple TV+ Foundation — Campaign Motion
Role
Art Director / 3D Artist / Motion Designer
Project Description
I created a 3D animated piece for the launch campaign of Apple TV+’s Foundation. The challenge was to work within two established visual identities at once: the visual language of the series and the broader Apple brand. Within those constraints, I had full creative autonomy and ownership of the piece, developing the character, composition, visual direction and animation from scratch through final delivery.
Design Approach
I first identified which elements of Foundation’s identity needed to remain consistent, then used those constraints to define where I could introduce something new. Character, composition, movement, lighting and pacing were developed as one coherent system, balancing originality with the clarity, restraint and refinement expected within the Apple ecosystem.
Nike Air VaporMax — Product Motion
Role
3D Artist / Motion Designer
Project Description
I created a 3D product animation for Nike’s Air VaporMax collection, with the sneaker functioning as the central source of both visual information and motion throughout the piece.
Design Approach
I treated the sneaker as both a product and a graphic system. Its geometry, materials and distinctive VaporMax sole informed the composition, rhythm and transitions, while 2D typography was used to structure information and maintain hierarchy around the product. Motion was carefully controlled so the visual language could expand without compromising product recognition or legibility.