FROM CONCEPT TO INSTALLATION
I design story-driven environments and attractions—translating bold ideas into buildable, guest-first spaces through strong composition, technical rigor, and close collaboration. Experience includes a proven record supporting major IP work at Universal Destinations and Experiences.
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UNIVERSAL EPIC UNIVERSE
Dark Universe, Super Nintendo World, Celestial Park, The Wizarding World of Harry Potter: Ministry of Magic — Worked across multiple lands supporting a wide range of show set and art-direction deliverables throughout Universal Epic Universe.
Role: Show Set Designer and Concept Designer | In-field installation support.
Delivered: Scenic painting, 3D sculpting, design drawings, vendor coordination, and art direction support.
Collaborated with: Creative, Architecture, Engineering, Show, Graphics, and vendors to align story, budget, and constructability. -
UNIVERSAL STUDIOS UK
Universal UK Resort — Worked on various lands, attractions, entertainment, retail, dining, and hotel development during the Concept Design phases.
Role: Show Set Designer and Concept Designer | Owned attraction design and ideation, concept art, sketches, 3D models, and narrative development.
Delivered: 3D models, hand sketches, key art, and design thinking.
Collaborated with: Creative, Architecture, Engineering, Show, Graphics, and vendors to align story, look, and constructability. -
UNIVERSAL HORROR UNLEASHED
Universal’s year-round horror experience — Supported Concept Design development across the attraction environment, guest journey, and show set storytelling.
Role: Show Set Designer and Concept Designer.
Delivered: Attraction ideation, narrative development, concept art, hand sketches, 3D models, key art, and early design drawings/documentation.
Collaborated with: Creative, Architecture, Engineering, Show, Graphics, and vendors to align story, scope, budget, and constructability. -
UNIVERSAL TRIBUTE STORES
Seasonal, story-driven retail overlays at Universal Orlando Resort — Worked on multiple Tribute Stores from early concept through design development, supporting rapid-turn creative and production needs across each seasonal build.
Role: Show Set Designer and Concept Designer | In-field installation support (as needed).
Delivered: Attraction/retail ideation, narrative theming, concept art, hand sketches, 3D models, graphic integration comps, key art-style visuals, and design drawings/documentation to support fabrication and install.
Collaborated with: Creative, Retail, Graphics, Architecture, Engineering, Show, Fabrication vendors, and field teams to align story, budget, schedule, and constructability while protecting design intent through execution. -
UNIVERSAL KIDS RESORT
Universal’s family-focused resort concept — Supported Concept Design development for kid-centric lands, environments, and the overall guest experience, shaping playful, readable spaces built for families.
Role: Show Set Designer and Concept Designer.
Delivered: Attraction and placemaking ideation, narrative/theming development, hand sketches, concept art, 3D models/massing studies, and presentation-ready visuals to explore layout, sightlines, scale, and guest flow.
Collaborated with: Creative, Architecture, Engineering, Show, Graphics, and vendors to align story, scope, operations, and constructability during early development. -
UNIVERSAL STUDIOS MINECRAFT EXPERIENCE
MINECRAFT — Game development designed to provide the IP partner with mapped concepts for a Universal Destinations & Experiences attraction.
Role: Concept Designer | Owned visual development.
Delivered: Concept development drawings and art-direction packages to define the look, feel, and content of the experience.
Collaborated with: Internal Creative teams and the IP partner to align design intent, approvals, and overall direction. -
FAST AND FURIOUS: HOLLYWOOD DRIFT
Role: Show Set Designer / Concept Designer
Delivered: Environment studies, façade and streetscape concepts, scene composition + sightline refinement, 3D blockouts/models, iterative sketch rounds, coordination-ready design notes.
Collaborated with: Creative, Architecture, Engineering, Ride/Show, and vendors to resolve layout constraints, integrate requirements, and maintain a cohesive guest experience.