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

    – 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.

    • 5/2014 – 5/2015 –  Raven Software | Madison, WI
      Environment Artist

    – 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.

        • 8/2013 – 3/2014 – Molten Games | San Diego, CA
          Environment Artist

    – 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.

        • 6/2011 – 8/2013 –  Trion Worlds | San Diego, CA
          Environment Artist

    -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.

        • 2/2009 – 6/2011 –  2XL Games | Phoenix, AZ
          Environment/Prop/Texture Artist

    FREELANCE EXPERIENCE:

      • 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