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.

RESUME

GAMES:

Red 5 Studios (2014-Present): Art Manager (Outsource) / Senior Artist

FIREFALL (PC)

- Management, art direction, and integration of all incoming art assets

- Software used – 3DSMAX, Photoshop, Proprietary tools, MS Office

Airtight Games (2012-2013): Art Manager (Outsource) / Senior Environment Artist

MURDERED: SOUL SUSPECT (PC, XBOX ONE, PS4, XBOX360, PS3) Square Enix

- Management and art direction of all incoming 3rd party art assets from 2 separate studios

- Designed pipeline from ground up (file transfer, integration, feedback, workflow, quality control, etc.)

- Worked closely with the Engineering team to develop integration tools

- Setting up Shaders/materials for 3rd party assets as well as Modeling, Texturing, 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, Texture painting

- Set up an extensive library of destructible assets using Havok

- Asset/Scene management, organization, and optimization

- Trained/mentored junior artists and new hires

- Software used – MAYA, Photoshop, Proprietary tools

(recommended for a Lead role 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 and multiplayer 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

- 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/DDo

High Poly: MUDBOX, ZBRUSH, XNORMAL

* Ability to immediately learn in-house tools

PERSONAL WORK

PROFESSIONAL WORK

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