I am a senior level artist with a decade of experience in both the film and video game development industries currently focusing on creating and managing highly detailed environment content for AAA next-gen titles.
GAMES:
Airtight Games (2012-Present): Art Manager (Outsource) / Senior Environment Artist
UNANNOUNCED AAA TITLE (PC, XBOX360, PS3)
- Management and art direction of all incoming 3rd party art assets from 2 seperate studios
- Designed pipeline from ground up (file transfer, integration, feedback, etc.)
- Designed art tests and orientation packet illustrating workflow, art fidelity, and process.
- Work with Tech to develop tools (Batch Import, etc.)
- Setting up shaders/materials for 3rd party assets (as well as Modeling, Texturing, and High Poly Casting)
- Software used – MAYA, Photoshop, Mudbox, UDK, MS Office
Sony Computer Entertainment America (Zipper Interactive) (2007-2011): Senior 3D Artist
MAG (PS3) SCEA
SOCOM 4 (PS3) SCEA
- High/low poly modeling, Casting to texture, UV layout/unwrapping
- Shader creation/Texture painting (Normal, Specular, Ambient Occlusion, etc.)
- Asset/Scene management, organization, and optimization
- Trained/mentored junior artists and new hires
- Software used – MAYA, Photoshop, Proprietary tools
(recommended for a Lead position by Art Manager)
Sony Computer Entertainment America (Bend Studio) (2004-2007): 3D Environment Artist
SYPHON FILTER: DARK MIRROR (PS2 & PSP) SCEA
SYPHON FILTER: LOGANS SHADOW (PS2 & PSP) SCEA
- Modeled, Textured, and lit various single player and online levels
- Collision, Activation, Particle placement, Baked and real-time lighting solutions
- Scene management/organization, Optimization
- Software used – 3DSMAX, Photoshop, Proprietary tools
Black Ops Entertainment (2003-04): 3D Artist
TERMINATOR 3: RISE OF THE MACHINES (PS2 & XBOX) Atari
X-FILES: RESIST OR SERVE (PS2) Vivendi Universal
- Principle Artist for all Hand to Hand combat levels and all corresponding assets for T3
- Polished various levels and corresponding art/objects, etc. for both T3 and X-FILES
-Software used – 3DSMAX, Photoshop
FEATURE FILMS:
LIDAR VFX (2002-03): 3D Modeler
X-MEN 2
-Modeled oval office corridors for camera/motion tracking
2 FAST 2 FURIOUS
-Team modeler for rearview mirror CG shots (American Airlines Arena, Firehouse, Miami Ave. Bridge, and Biscayne Blvd.)
CAT IN THE HAT
-Team modeler for establishing shots: village and hero house interior.
LEAGUE OF EXTRAORDINARY GENTLEMEN
-Team modeler of architectural pillars for camera/motion tracking during primary fight scene.
GHOSTS OF THE ABYSS (James Cameron)
-Modeled Stereo Opticon (underwater artifact) for series of CG demonstrative showcase shots.
Software used – 3DS MAX, MAYA
DAT Productions (2002): Production
THE DAY AFTER TOMORROW
-Worked with Digital Domain team during pre-production (under the direction of VFX producer, Mike Chambers)
EDUCATION:
Otis College of Art and Design (Class of 2001): Bachelor of Fine Arts (Digital Media Major)
SKILLS/SOFTWARE:
3D: MAYA, 3DS MAX, UDK
2D: PHOTOSHOP, CRAZY BUMP, nDO2, XNORMAL
High Poly: MUDBOX, ZBRUSH
* Ability to immediately learn in-house tools