About Me | Resume
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Projects:
- Call of Duty: Black Ops 3 | (Xbox One, PS4, PC)
- Call of Duty: Advanced Warfare, Ascendance DLC | (Xbox One, PS4, PC)
- Project Blunderbuss | (PC) TBD
- Defiance | (XBox, PS3, PC) April 2013
- Defiance: Arkbreaker DLC | (XBox, PS3, PC) April 2013
- Defiance: Castithan Charge Pack DLC | (XBox, PS3, PC) April 2013
- Jeremy McGrath’s Offroad | (XBox, PS3) June 2012
- Hyudnai Veloster HD | (iOS) June 2011
- Ricky Carmichael Motorcross Matchup | (iOS) April 2011
- 2XL Trophylite Rally | (iOS) Jun 2010
- X Games SnoCross | (iOS) Jan 2010
- 2XL ATV Offroad | (iOS) Oct 2009
- 2XL Supercross | (iOS) Apr 2009
Summary:
- 7 years of experience as an Environment Artist on multiple projects across several platforms.
- Diverse experience in both 2D and 3D asset creation for multiple platforms, genres, and styles. Including “Photo Real”, “Sci Fi”, and “Stylized art”.
- Understanding of studio pipeline needs and importance of documentation and consistency.
- Self motivated artist with a strong team player attitude, work ethic, and passion for growth.
- Skilled problem solver and trusted as a technical and artistic resource.
- Proactive in learning new skills/workflows/software and technologies.
- Strong in developing highly iterative and reproducible workflows that improve pipeline speed.
- Passionate about mentoring fellow team members.
- Cross-discipline collaboration.
Specialties:
- PBR / BRDF texture pipelines.
- High / Low poly modeling, sculpting, texturing.
- Efficient UV layout practices.
- Texture creation: tile-able terrain, architecture, and organics.
- Creating texture atlas’s that can be shared across multiple assets.
- Skilled at creating assets with or without concepts.
- Keeping a cohesive look across multiple assets, textures, and levels.
Technical Skills:
- Unreal 4
- Proprietary Tool Sets
- 3D Studios Max
- Maya
- Photoshop
- ZBrush
- Knald
- nDo2
- dDo
- Mudbox
- X-Normal
- Headus UV Layout
PROFESSIONAL EXPERIENCE:
- 6/2015 – Current – Infinity Ward | Madison, WI
Environment Artist
- 5/2014 – 5/2015 – Raven Software | Madison, WI
Environment Artist - 8/2013 – 3/2014 – Molten Games | San Diego, CA
Environment Artist - 6/2011 – 8/2013 – Trion Worlds | San Diego, CA
Environment Artist - 2/2009 – 6/2011 – 2XL Games | Phoenix, AZ
Environment/Prop/Texture Artist - 07/2010- RenderThis | Phoenix, AZ
Hard Surface Modeler
- 05/2010 Silly Thing | Phoenix, AZ
Character Modeler
- 04/09 – 06/09 Deck Tools | Phoenix, AZ
Hard Surface Modeler
- 12/08 – 04/09 Smashball.TV | Los Angeles, CA
Character Artist
– World building, material application, set dressing, decal placement in Radiant engine.
– Point Art Person – Oversee artists on map, outsourcing of props, level optimization.
– Strong ability to work from designer block out to final art pass.
– Created hard surface and organic PBR textures within budget and shader limitation.
– Lead multiple live training sessions on Substance Designer.
– R&D of new tools and pipeline workflows.
– World building, material application, set dressing, decal placement in Radiant engine.
– Strong ability to work from designer block out to final art pass.
– High & Low poly hard surface, organic asset creation, and material creation.
– Lead multiple live training sessions on ZBrush workflows and associated written tutorials..
– R&D of new tools and pipeline workflows.
– Produced terrain, architecture, and prop texture sheets and atlases adhering to established style.
– Created complex PBR textures within budget and shader limitations.
– High & Low poly hard surface and organic asset creation.
– Defined artistic standards with Art Director & Concept Team and produced technical documentation.
– Created Environment Art Style Guide. Gathered key reference and compiled into documentation.
– Guided, mentored, and inspired team as a creative and technical resource. As well as software techniques and troubleshooting.
– Collaborated with Tech Artists to define texture and shader pipeline, as well as tool creation for Environment Team.
– Established Art Outsource pipeline. Oversaw testing of studios, ensuring look quality and technical requirements were met.
– Trusted as a cross-discipline collaborator and team leader.
-High/Low poly modeling and texturing of hard surface and organic props.
-Created texture sheets with highly re-usable tiling strips and modular elements.
-Modeled and textured environment assets utilizing predefined texture sheets.
-Created assets with game play and user experience in mind.
-Worked with Art Director to develop and introduce visual language into props and textures.
FREELANCE EXPERIENCE: