Running a remote creative team just got easier.

As an artist, technical artist and producer I blend my disciplines together so teams can achieve more through better organization, communication and workflows.


Passionate artistic problem solver with systematic approach who is present, active and deeply engaged with the needs of the development team.
No portioning out cryptic advice, instead I join your team and work with you closely through every milestone and every problem that you may face.

What People Are Saying

  • Working with June made a noticeable and immediate difference for both me and the entire team. They are an exceptionally organized person, and that organization translated directly into smoother workflows, clearer expectations, and far less friction across art production. Once June joined, things simply became easier. Communication improved, details were tracked thoughtfully, and the team was able to focus more energy on creating great art rather than battling through process issues. June has a natural way of bringing structure without making things feel rigid. Through clear documentation, thoughtful planning, and a strong eye for consistency, they helped teams align on quality and work more efficiently. Their calm, supportive approach raised the overall bar while also improving turnaround time, and any indie team or publisher would greatly benefit from the clarity and ease they bring to art production.

    — Yuki Takahashi - Ex Ubisoft, 2K, EA

  • Over the past few months, I have had the pleasure of working closely with June. With them as our producer, they managed to organize our production flow, keep the team on track to hit our targets, and lead team meetings that allowed us to continue to achieve our milestones. They also work as one of our artists, who I frequently collaborate on my level design work. They have a fantastic eye for not only aesthetics, but how that art can functionally translate into in-engine assets. June has been a boon to our team and I do not think we could have achieved as much as we have without them.

    — Collin MacGregor - Level Designer

  • June joined us at a crucial moment. We were looking to get a closed test playable demo together in a few short months. They brought their knowledge of Art/Tech Art and Production to the team. June's contributions included translating vision into a workable style, first in Miro and then implementing in game. This was fundamental in getting the team excited. With my time being stretched thin between Creative Direction and running the studio, June brought a Production rigor to meet the goal. This included a clear schedule with deliverables and tracking through Jira, weekly check-ins. Most importantly, June's arrival lit a fire under us and got everyone focused again. They fit in the culture and continued our tradition of empowering individual team members to believe in their ideas and do great work

    - Drew Smith - Studio Head and Executive Producer