![]() |
||||||
|
|
|
|
|
|
|
|
![]() |
||||||
| Publications | ||||
| Issue 46 3D Artist magazine | ||||
| - 6 page tutorial on robot concept, modeling, rendering | ||||
| Issue 47 3D Artist magazine | ||||
| - 1 page gallery image of probe bot | ||||
| Work Experience | ||||
| 2.15 - Present, Senior 2 Artist Blizzard Ent. | ||||
| - Overwatch | ||||
| - | Model and texture weapons for first person perspective | |||
| - | Work closely with many disciplines to create memorable enemies for PVE experiences from OW1 to OW2 | |||
| 1.14 - 7.14, Contract Environment Artist Amazon | ||||
| - Created 3d lockscreens for their head tracking phone launch | ||||
| 6.11 - 11.13, Senior Environment Artist Airtight Games | ||||
| - Murdered: Soul Suspect | ||||
| - Unreleased Ios game | ||||
| - Quantum Conundrum | ||||
| - | Model and texture environment game assets in photoshop and maya | |||
| - | Build and polish various stages of levels in Unreal engine | |||
| - | Unreal engine shader/material creation | |||
| - | Level design and kismet scripting in Unreal Engine | |||
| 5.11 - 7.11, Freelance 3D Artist - Liquid Development | ||||
| - | Model and texture assets for Red 5's FireFall | |||
| - | Hard surface modeling and texturing to match Red 5's pre-determined style | |||
| 11.10 - 4.11 Environment Artist Airtight Games | ||||
| Unannounced - AAA Console Game | ||||
| - | Model and texture environment game assets in photoshop and maya | |||
| - | Build texture and proxy(greybox) levels in Unreal engine | |||
| 6.10 - 10.10 3D Artist(contract) Vizuron ent. | ||||
| Unannounced - PC MMO | ||||
| - | Model and texture environment game assets | |||
| 11.09 – 5.10 Environment Artist Icarus Studios/Fallen Earth LLC. | ||||
| Fallen Earth – PC MMO | ||||
| - | Model and texture environment game assets | |||
| - | Work with team to plan and create encounter areas, towns, and world settings | |||
| - | Assisted with art pipeline reconstruction effort | |||
| 08.09 Designer and co-owner for Xbox 360 Indie game | ||||
| Glim: Shards of Dissent - Xbox 360 Indie marketplace | ||||
| - | Design and create all game assets, style, look, and feel | |||
| - | Design levels and game play features | |||
| - | Tackle all sorts of technical hurdles implementing art into a custom built engine | |||
| 03.09 – 08.09 Lead Artist(contract) at J. Kenworthy Entertainment | ||||
| Ancients of Ooga - Xbox 360 Arcade | ||||
| - | Design all game environments, and create most of the assets as well | |||
| - | Hand painted all textures in Photoshop | |||
| - | Work with engine programmers to get systems needed to produce required results | |||
| - | Responsible for many other game elements such as UI and some characters | |||
| 07.06 - 03.08 Artist at Tilted Mill Entertainment | ||||
| Sim City Societies - PC | ||||
| - | Designed and created 20 buildings, and several variants, from spec sheets | |||
| - | Produced 68 (of the games 69) vehicles each with 3 color variants | |||
| - | Worked with art director to create vehicle look, feel, and creation schedule | |||
| Sim City Societies: Destinations - PC | ||||
| - | Designed and created 20 buildings from spec sheets | |||
| - | Designed and created animated props for many of those 20 buildings | |||
| Hinterland - PC | ||||
| - | Designed and created a few animal/monsters | |||
| 05.06-07.06 - Intern at Brainiac studios | ||||
| - | Responsible for modeling and texturing game assets | |||
| Education | ||||
| 09.02 - 06.06 Savannah College of Art and Design | ||||
| Earned my BFA from the computer animation department | ||||
| Majored in animation however focused class choice on more technical direction oriented classes like modeling, lighting, and texturing. | ||||