Drifters Loot the Galaxy (2020) 🚀
On Drifters, we utilized freecams and other debug functions within Unreal Engine to get magnificent shots for trailers, tutorials, and screenshots. Resources were limited, with relatively unsupported tools and little availability of internal team members to assist.
Click the thumbnail on the left to check out our character overview series that helped to teach newcomers the ropes. I wrote and choreographed most entries in the series with effects and editing handled by an outside firm.
Below are a few of my favorite screenshots I had a hand in capturing which were embedded in social media posts and community announcements.






notmycar (2019) 🚘
On the vehicular battle royale game notmycar, we worked with very limited tools within Unreal Engine to produce shots for Skybound’s marketing team in addition to our own social media and community hubs.
Click the thumbnail on the right to see our launch trailer, which includes swath shots that I choreographed, captured, and “acted” in. The overarching edit and the opening animation were handled by a separate team.
Below are further shots I helped produce that we publicly shared to our social media.











The Aether (2012 - 2017) 🐋
For most of my time on the Aether project, I was the sole source of public-facing content across all of our community platforms and social media. This meant I had to learn how to take some pretty screenshots, and fast. Luckily, Minecraft’s flexible built-in camera and other capture tools made it a whole lot easier.
These are far from my best work and, now that I’m digging these up, I can tell that my younger self had a bit of a thing for dark, moody lighting. But who can blame him, look at those shaders!
