Experience
Summary
- Over 5 years experience in the gaming industry, 13 years as a digital 3D artist
- 2 shipped titles from concept to completion, another currently in progress, helped with prototyping and pre-production of 3 others, pitched many more
- During 5-year production of Damnation, produced work that was continuously used to set examples of style, quality, and technical limitations for the art team, in the realms of modeling, texturing, shader creation, particle systems, and art production workflow.
- As VFX Lead at Liquid Development, gave art and tech direction, maintained schedules and asset lists, taught other artists, handled relations with client, and created effects myself
Experience
- Modeled and textured “keystone” world assets used to establish the aesthetic tone for levels, and set the visual and technical bar to be followed by all outsourced production artists on the team
- Built all weapons and usable vehicles in Damnation, along with most of their particle effects
- Developed complex shaders to achieve the highest visual quality, and taught advanced shader techniques to other team members
- Optimized geometry, shaders, and particle effects created by the team to maximize performance
- Researched and documented techniques, tools, and new ways of building assets
- Photographed and organized a huge library of texture sources, both during work and free time
- Modeled, textured, rigged, and lit all of the characters in the iPhone game Klink: Attack of the Killer Dust Bunnies
- Built, optimized, and managed all particle effects in Klink
- Extensive knowledge of the Unreal 3 Engine, as well as Torque Game Builder, and all common industry tools, such as 3DS Max, Maya, Mudbox, ZBrush, and Photoshop.
Work History
- 2010 Effects Artist, Firaxis Games
Creation of particle systems, complex shaders, physics simulations, and other in-game effects.
- 2009 VFX Lead, Liquid Development
Built effects, gave art and tech direction to other artists, maintained schedules and asset lists, handled relations with clients. Chose to leave because of personal ties on the other coast.
- 2004-2009 Key Asset Artist, Blue Omega Entertainment Annapolis, MD
Creation of game assets, specializing in 3D modeling, texturing, shader creation, particle systems and other effects, rigging, and documentation of techniques
- 1996-2004 Freelance 3D Artist
Design and art production for print, web, television, and film
- 2000 War Gaming Graphics Artist, Naval War College Newport, RI
Made visuals for internal publications and multimedia presentations, and provided other graphics support for war games, both Naval and cross-military.
Education
- Bachelor of Fine Arts Degree in Computer Art, 2002 School of Visual Arts, New York, NY