Teaching Philosophy
Mentorship, professional practice, adaptable design pedagogy, and a studio culture where rigor and access strengthen one another.
I teach students to see design as a way of thinking: a practice that connects story, people, material, technology, and the realities of making work together.
The classroom should prepare a student for more than one kind of future. That means preserving the hand skills, spatial judgment, historical awareness, and collaborative habits that ground theatrical design while also making room for the tools and industries reshaping creative practice.
Download the teaching statement01 · Mentorship + Adaptability
Preparing students for the landscape they are actually entering.
My role is less about delivering fixed answers and more about mentoring students toward skill, confidence, and adaptability from day one. Theatre remains the foundation, but the work also points toward film, television, events, themed entertainment, and the wider creative industries where design thinking can travel.
02 · Tradition + Innovation
Craft gives technology somewhere meaningful to go.
I teach spatial awareness, material comprehension, hand process, and design aesthetics alongside Vectorworks, Twinmotion, and AI-driven tools. The goal is not novelty for its own sake. The goal is a toolkit that never becomes the limiting factor of a student's imagination.
03 · Access + Rigor
Different paths into the work can still lead to exacting standards.
Students learn differently, so the classroom has to offer more than one door into complex material. Supplemental videos, tactile-digital assignments, critique, and scaffolded checkpoints reduce friction without lowering expectations. Accessibility makes room for better design choices.
04 · Classroom → Laboratory
A studio culture where experimentation has a safety net.
I think of teaching as research in public. The classroom is where current industry practice, emerging tools, and student curiosity can be tested critically. A strong studio culture gives students space to collaborate, self-advocate, revise, and take creative risks—with support around them.
“The classroom is where professional practice becomes something students can question, test, revise, and finally make their own.”
Experience
Courses taught
- Scenic Design
- Introduction to Scenic Design
- Digital Rendering
- Entertainment Design and Collaboration
- Vectorworks: Drafting and 3D Modeling
- Technical Theatre
- Properties Supervision

