In 2008 I was a fresh-faced grad looking to get into games with no experience or portfolio to speak of. At a monthly industry meet-up I met Rob Jagnow, who was looking for someone to reskin his prototype 3D puzzle game "Cogs." I took over as artist on my days off from my main job as an on-call valet, designing the look and producing assets and animations for all puzzles and menus in the game. Cogs was a launch title on the original IPad and went on to win several awards, including nominations to Indiecade and the 2010 IGF as well as Grand Prize, Achievement in Gameplay, and Achievement in Art Direction at the 2010 DICE conference.