L E A D E R S H I P     Q U A L I F I C A T I O N S

  • Thirteen years of game industry experience
  • Proven experience managing large and diverse teams including outsource vendors
  • High level of competence in environments and with the Unreal 3 editor
  • Working understanding of other sub-disciplines, including, but not limited to: Concept Design, Graphic Design, Animation, Character Modeling, Texturing, Rigging and Lighting
     

P R O F E S S I O N A L     E X P E R I E N C E

 

Midway Studios – Senior Environment Artist – 3/2007 to present Austin, TX

     -Senior Environment Artist Unannounced Title, in production 
      for Xbox360, PS3 and PC

     -Multiplayer Art Lead  Blacksite: Area 51, released November 2007 
      Xbox360, PS3 and PC

  • Built, mapped and lit assets, interiors, exteriors and props
  • Managed multiple outsource vendors simultaneously, both for asset creation and level finishing
  • Pro-actively worked with other team members to resolve technical and design issues
  • Coordinated with the Producer to establish an art schedule, and be accountable for delivering to that schedule
  • Mentored junior artists

 Highmoon Studios – Senior Environment Artist – 11/2006 to 3/2007
 Carlsbad, CA

     -Senior Environment Artist Robert Ludlum's The Bourne Conspiracy
      for Xbox360 and PS3

  • Lit levels using the Unreal 3 engine
  • Built, mapped and lit assets, interiors, exteriors, and props
  • Worked with leads and directors to get outsourced assets into the game
  • Mentored junior artists
  • Pro-actively worked with other team members to resolve technical and design issues

 Art Institute of California – Instructor – 10/2006 to 4/2007  Costa Mesa, CA

     -Part time instructor teaching 3D Camera and Lighting techniques

      Taught 2 semesters before relocating to Texas

 

Point of View – Lead Artist – 10/2001 to 11/2006     Irvine, CA

     -Lead Artist The Shield, released January 2007, 3rd Person Action 
      Adventure for PS2 and PC

     -Lead Artist World Championship Poker 3, released Fall 2006, for 
      Xbox, PS2 and PSP

     -Lead Artist World Championship Poker 2, released November 2005 PS2, 
      Xbox and PSP

           

Duties as Lead Artist included:

  • Set the artistic vision and art direction for multiple projects
  • Regularly reviewed assets for art quality and consistency and efficiency in memory and frame-rate
  • Organized, trained, and mentored other artists
  • Pro-actively worked with other game team leads to resolve technical and design issues
  • Developed schedules and timelines for art production
  • Participated in creating pipeline for world construction and optimal workflow
  • Communicated with department leads to ensure that the team is meeting the project needs
  • Interacted with freelancers, offering direction and feedback
  • Worked on all aspects of the art for the game - character animations, rigs, menu art, models, and textures
  • Created art asset pipeline
  • Helped create best-practices within the organization for creating art, via a style guide and art bible
  • Was involved in hiring process for rounding out the art team
  • Coordinated with the producer to establish an art schedule, and was accountable for delivering to that schedule

     -Artist Spawn, released November 2003, 3rd Person Action Adventure for 
      PS2, Xbox and NGC

     -Artist Scorpion King, released October 2002, 3r Person Action Adventure 
      for PS2 and NGC

 

Duties as an Artist included:

  • Designed and built assets, including characters, landscapes, buildings, plant-life and props
  • Built environments with consideration of asset pipeline, including planning for sightlines, world streaming, collision geometry, game design and lighting
  • Worked with designers to build and texture levels, while maintaining the look of the game
  • Was able to quickly understand in-house tools
  • Worked in an organized and timely fashion
  • Effectively collaborated with other departments

Game Refuge - Animator - 4/98-10/2001     Homewood, IL

     -Lead Artist Star Trek: Voyager Arcade Game, released October 2002

  • Modeled, textured, lit and animated over 98% of the environments
  • Wrote design document for game, created concept art for Game Bosses, and scripted most of the game using in-house tools

     -Character Artist Unnamed Fantasy Game, unreleased

  • Created characters from concept to model and animation

     -Artist Wild Pitch Arcade Baseball Game, unreleased

  • Character textures, UI and cabinet art

 Big Grub - Artist - 11/96-4/98     Irvine, CA

     -Assistant Art Director  Maximum Gauge for PC/Playstation Unreleased

  • Designed, modeled and animated environments, objects and creatures
  • Assigned tasks to four other artists and directed their progress
  • Used in-house tools to layout levels for game

 Additional Titles and Clients – 11/95-11/96     Los Angeles, CA

     -Ackerman/Benson - Photoshop Artist - D.A. Pursuit of Justice

     -Mattel Inc. - Photoshop Artist – Hot Wheels, Barbie and other misc. projects

     -Activision-  Photoshop Artist - 11/95-3/96 - Zork:Nemesis, Muppets 
      Treasure Island

 

S O F T W A R E

  • 3DS Max, Photoshop, Unreal 3, Premiere, Illustrator, AfterEffects, DeBabelizer, VSS, Microsoft Project, Alien Brain, PerForce

E D U C A T I O N 

  • Columbia College Chicago  Bachelor of Arts: Animation


Click HERE for Printable Version of Resume 

 

 

 

 

 



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