I design places people walk into and remember. Theme parks, museums, hotels. Graphic, environmental and industrial design, all pointed at one question: what story does this place tell?
Pick a path. Each one leads somewhere.
The work
your pathnext
Want to see what I've built?
Zootopialand, Fantasyland, Pixar Pier and more.
The person
your pathnext
How I think?
Human resonance, story, and the sketchbook.
The secret
next
What's behind the door?
NDA work and live projects. Bring a key.
Say hello
next
Got a world in mind?
Resume
Enter
Short on time?
Roles, dates and awards. The short version.
HighlightsFeatured
next
[Lagoon pencil study]
Moments worth exploring.
Sketchbook
next
Concepts and hand sketches.
The story begins hereDrag to explore · Pick a path
The work
Worlds I've helped build.
Studio
Place
Role
Type
The person
Take a dive into my story.
I’ve always been curious about what an experience could be, not just what it’s expected to be.
My background crosses graphic, environmental, and industrial design, but I’ve never seen those as separate disciplines. They’re different ways of understanding how people interact with the world around them.
What interests me most is the human side of design. The curiosity that makes someone explore. The freedom to play. The moments that surprise us, make us feel something, and stay with us long after we’ve left.
Canadian born. Burbank based. English and français.
Chapter one
Human resonance
I believe the best experiences stay with us because of how they make us feel.
It’s not always the biggest moment or the most impressive thing in the room. Sometimes it’s a small discovery, an unexpected connection, or something that reminds us of who we are.
I think about what people will carry with them after they’ve left. The memory, the emotion, the story they’ll tell someone else.
That’s where I like to begin.
Chapter two
No two people play alike
People don’t all experience the world the same way, and I don’t think they should have to.
Some want to participate. Others would rather observe, explore, imagine, or simply take it all in. None of those experiences is less meaningful than another.
I believe good design makes room for those differences. It invites people in without telling them exactly how to engage.
Because sometimes the most powerful part of an experience is having the freedom to make it your own.
Chapter three
Creating worlds, not prescribing stories
I love storytelling, but I don’t believe every story needs to be told from beginning to end.
Sometimes the most interesting thing we can do as designers is create a world that sparks someone’s imagination and let them decide what happens next.
A child might see a race car and imagine becoming a driver. Someone else might want to build it, design it, or simply watch it race.
The same environment can inspire completely different stories.
Our job isn’t always to tell people what to imagine. Sometimes it’s to give them something worth imagining.
Highlights
Moments worth exploring.
They change on their own. If one catches you, step in.
Sketchbook
Where it starts.
Concept studies, hand sketches and blue sky work. Pick any piece to look closer.
Resume
The short version.
Creative Director · Themed entertainment & experiential design
[Resume PDF]
I'm interested in what an experience could be, not what it has been. For 20+ years I've led creative teams in themed entertainment, building experiences on strong stories, operational smarts and ideas that can actually be built. Early vision through execution, with established practice and AI enabled workflows side by side.
Lead creative vision and experience strategy for large scale themed entertainment and destination projects. Direct multidisciplinary teams across story, planning, environments, graphics and media. Run client and executive presentations, and mentor creative leads. Formerly JRA.
Experiential graphics and environmental storytelling for theme parks and branded destinations, carried from concept through fabrication and install.
Contract Senior Art Director, Senior Designer · Thinkwell GroupMar 2022 to Oct 2023
Concepts, placemaking and visual storytelling for large scale attractions and cultural experiences, alongside creative directors, architects, show set and media.
Senior Graphic & Fabrication Designer · Walt Disney Imagineering2013 to Dec 2020
Led environmental graphics for Zootopia Land at Shanghai Disneyland, with creative reviews alongside Walt Disney Animation Studios. Led environmental graphics and field art direction for Pixar Pier Phase 2, including Jessie's Critter Carousel and Inside Out Emotional Whirlwind. Moved to Shanghai to art direct Fantasyland, the Castle, Esplanade and parts of Tomorrowland in the field. Plus the 60th Diamond Celebration and the Blue Sky Cellar conversion for Disney Vacation Club. Anaheim, Shanghai, Glendale.
Earlier
Environmental Graphic Design Director at Blitz. Director of Internal Logistics and Design Operations at Thingergy. Senior roles in experiential design and graphics with Ware Malcomb, and 360 Architecture.
Principal · LeMar Design2008 to now
Independent studio for experiential branding, identity, wayfinding and concept work.