




Learning Design
Elevate was a children’s curriculum designed to teach scripture in an age-appropriate, applicable way.
As Creative Director and Producer, I served as the narrative and theological lead for Elevate, a weekly curriculum used by over 5,000 churches and reaching 100,000 children annually. I set the creative vision, established the development process, and provided ongoing direction at every stage—operating like a head writer and showrunner for an ongoing experience.
To unify each session, I introduced a structured “Three-Tier Teaching” model that blended live interaction, narrative-driven Bible storytelling, and sitcom-style application—all anchored to a single, memorable Main Point. We paired this with immersive worldbuilding for marketing, using illustrated maps to communicate not just what we taught, but how it felt to experience it.
Over time, our team of 39 artists, writers, and producers built a story-driven curriculum that combined theological depth, creative engagement, and strong results—contributing to nearly $2M in annual sales.




Environmental Design and Worldbuilding
As a Creative Director, I led the design of week-long immersive adventures inside an 80,000-square-foot experiential space modeled after Disney’s wagon-wheel design. I created original story worlds, directed the construction of interactive environments, and wrote and staged live experiences that turned the space into fully realized narrative worlds. Each year’s project mobilized volunteer architects, engineers, and artists—transforming a blank canvas into an unforgettable, story-driven experience.



For “Space Chase,” I led our team in transforming the building into a fully immersive environment. Volunteers built towering bulkheads, a command center, and a centerpiece rocket, often working late into the night after their day jobs. We layered in video screens, live “news broadcasts,” and environmental sound to create a living, breathing world where life with God felt like the ultimate adventure. What started as a single project became the launchpad for a creative team that would keep pushing the boundaries for years to come.



In The Great Race—a cartoon-style race around the world, I designed representational environments of international destinations, evoking the feel of Epcot’s World Showcase. We hid media players throughout the building, seamlessly shifting the music as visitors moved between regions. It took trial and error to balance, but the result was a dynamic, immersive journey that brought the world—and the story—to life.



The next summer, I imagined a Western town adventure, transforming the building into the main street of Sasaparilla City. Our centerpiece was a towering mountain with a waterwheel and a working mine shaft elevator—an ambitious set piece led by my boss and master builder, Mike Johnson. I used lighting design, evergreen trees, and a custom Western soundtrack to create a warm, lived-in atmosphere. Along the way, I learned the importance of clarity over cleverness—simplifying the original title to sharpen the story and make the experience more inviting.



For The Clash of Courage Kingdom—a fully original theme park built inside our space—we divided the building into “lands,” each with its own world: an undersea realm, a jungle, a journey beneath the Earth, and a fantasy kingdom. As our team’s skills grew, we layered in sound, lighting, and scenic tricks to deepen the immersion. During live show rehearsals, I realized the world still felt incomplete—until we added crucial small details like lampposts, park benches, and even a mobile churro stand. It was a lasting lesson: great worlds are built on great details.



Immersive Experiences
I originated the concept of turning our camp into a week-long, narrative-driven game—an idea sparked while attending an improv show with audience-driven game mechanics. I designed the framework, created the story worlds (themes like Wild West, Space, and Video Games), and built the gameplay loops connecting activities, points, and story progression. The result was an immersive alternate reality game that transformed the camp experience and kept campers coming back year after year, eager for the next adventure.




Product Design
I led the creative development of Incredible Islands, one of the first massively multiplayer online games designed for children’s spiritual formation. Through interactive gameplay, Bible stories, scripture memory, and real-world application, we gave kids a new way to explore faith in a digital space.
As co-lead on the project, I cast the creative vision, shaped player experiences, managed the development backlog, tracked key metrics, and collaborated closely with marketing to align messaging and growth. Incredible Islands wasn’t just a game—it was a pioneering effort to merge faith, fun, and formation in a way that continues to influence digital discipleship today.




Narrative Design
OneHope asked me to give depth and meaning to their mascot, LeonEl, for use across live events and print media. I created his backstory, fictional world, and supporting characters while providing initial art direction, writing the first draft of A Royal Family: Stories with LeonEl, and guiding the development process. The resulting book was distributed throughout Latin America, helping inspire children and reinforce OneHope’s mission through an engaging, story-driven character.
TruPlay needed a strong narrative foundation to unify their games, comics, and animated shorts. I created the backstory and lore of Rhym, developing its history, locations, and world logic to support storytelling across multiple media. Beyond worldbuilding, I also wrote scripts for games and animated shorts, helping bring Rhym to life and giving the creative team a solid framework to build immersive, interconnected stories.
Creative Strategy
Creative Strategy turns insight into action. For this project, I conducted the research, developed the five-part strategic framework, created original case studies, crafted a standalone slide doc, and presented the final strategy to the client. My process weaves research, story, structure, and delivery—ensuring that every bold idea has a clear and actionable path forward.
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