|
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. |
|
|