
I learned how to do a lot of different things because deep down, I'm a little chaos goblin.I kept doing whatever looked interesting. I did not plan it. It was not tidy.Design, illustration, and comics got me into rooms where things were actually being made. More importantly, they gave me a way to be part of the making. I didn't want to orbit the work. I wanted to be in it, shoulder to shoulder with other badasses who give a shit.Those are the rooms that I want to be in. Messy, opinionated, loud rooms that create a feedback loop that ends in brilliance.Here's the kind of work I do in rooms like that.
LinkJoy Consulting
Art Director, Lead Designer
Problem
- Client needed a welcoming brand to support consulting outreach and speaking engagements.
- Brand needed to encourage trust and approachability.
Constraints
- Limited budget.
- Accessibility requirements across color and contrast.
Primary decisions
- Established a retrofuturistic, Jetsons-adjacent visual tone to balance warmth with professional credibility.
- Tested and refined color palette for accessibility and visibility.
- Designed a system that represented two owners clearly and equitably.
Deliverables
- Logo design
- Color study
- Brand style guide
- Social media asset package
- Business correspondence package
- Merchandise designs
- Seasonal and promotional brand updates







ClearSky
Art Director, Lead Designer
Problem
- Startup needed minimalist, tech-adjacent branding for a new tool.
- Product had generated community controversy and needed to feel explicitly friendly and non-threatening.
Constraints
- Limited startup budget.
- First-time founder required significant guidance and iteration support.
Primary decisions
- Discarded unusable AI-generated logo concept and rebuilt the identity from the ground up.
- Developed a restrained, approachable visual system to reduce perceived threat.
- Created contextual logo variants tied to user local time (Clear Day / Clear Night).
Deliverables
- Logo system
- Brand style guide
Friend to Fern
Art Director, Lead DesignerProblem
- Brand identity for a green alternative to pet death care.
- Needed to balance warmth, dignity, and clarity in a sensitive category.Constraints
- Emotionally sensitive subject matter.
- Extensive client iteration and feedback cycles.Primary decisions
- Explored illustrative versus symbolic approaches to the logo.
- Prioritized clarity and restraint over expressiveness in the final direction.
- Built a calm, respectful visual system suitable for difficult moments.Deliverables
- Logo design
- Brand style guide
- Color study
- Multiple logo iterations
My work is governed by three priorities: structure, energy, and finish, in that order.Structure comes first because nothing survives without it. When I design characters, I start with the mannequin. If the pose can't carry motion and intent, the rest is just noise. I want poses that snap. When I make comics, I thumbnail hard and early, pushing composition and pacing until the page drags your eye exactly where it's supposed to go. When I design brands, I build systems that hold up under real use. Not ideal use. Real use. Reused, misused, resized, rushed, and still expected to work. Structure is how you make sure a strong idea doesn't fall apart the second it leaves your hands.Once that's locked, energy is what makes the work impossible to ignore. Characters should act before they explain themselves. Pages should move. Visuals should announce what they are immediately and without apology. I'm not interested in clever work that whispers and hopes you're paying attention. If something doesn't communicate decisively, I don't care how smart it is. Waffling kills momentum, and momentum is the whole point.Finish comes last, because it's something you earn. This is where craft, taste, and obsession show up. I'm constantly refining my technique, not to make things prettier, but to make them hit harder and stick longer. Finish is the difference between something that technically works and something you remember. It only matters if the bones are already doing their job.Structure to hold it. Energy to move it. Finish to make it stick.