E M P L O Y M E N T
ArenaNet - Bellevue, WA
Visual Effects Artist – July 2016 thru February 2019
TITLES WORKED ON: GUILD WARS 2: PATH OF FIRE (PC), GUILD WARS 2: LIVING WORLD (PC), UNANNOUNED MOBILE TITLE (MOBILE)
Created VFX for most of the creature armies in GW2:PoF using Maya and proprietary engine; also created VFX for Living World episodes, including cinematic FX. Created VFX for mobile project using Unity, including hand drawn flipbook animations.
Freelance – Industry Games
Visual Effects Contractor – January 2016 thru June 2016
TITLES WORKED ON: KINGS AND HEROES
Freelance contract creating visual effects for a PC MMO RPG; made using Unreal Engine 4, with assets and fluid dynamic simulations created in Maya and Realflow.
Signal Studios - Kirkland, WA
3D Environment, Visual Effects, and Cinematics Artist - May 2012 thru November 2015
TITLES WORKED ON: THE SLEEPING PRINCE (MOBILE), TOY SOLDIERS: WAR CHEST (PS4/XBOX1/PC), GAME OF THE GODS (SLOT), 4 UNANNOUNCED PROJECTS (PS4/XBOX1/PC, OCULUS RIFT, MOBILE, SLOT)
Worked on a multitude of projects on different platforms, in a variety of engines, filling a number of different roles:
- designed and created set pieces and tilesets for the mobile platformer The Sleeping Prince in Unity; propped and lit majority of 40+ levels; created VFX for the game; wrote script roughed in by designers, as well as subsequent character profiles and other dialogue for marketing.
- created VFX and cinematics for Toy Soldiers: War Chest in proprietary engine; created original VFX and managed, edited, and optimized droves of old VFX by other artists; storyboarded and animated cinematics in After Effects using concept artist’s illustrations.
- primary artist on the slot machine The Game Of The Gods, made in Unity; designed, modeled, textured, and lit environments; rigged and animated outsourced characters; created VFX and cinematics in After Effects.
- created mesh-based VFX for an unannounced Oculus Rift game in Unreal; created VFX for an unannounced combat game in Unreal; created stylized environments and VFX for unannounced mobile game; supervised and created assets for unannounced slot machine.
aboutGolf - Maumee, OH
3D Environment Artist - May 2010 thru May 2012
TITLES WORKED ON: PGA TOUR SIMULATOR
Modeled and textured buildings, architectural elements, etc using Maya and Crazybump for normal & spec map creation, for use in proprietary engine; used SpeedTree to update vast flora library to next gen quality; worked with QA to fix bugs related to assets, terrain, and course layout; designed and scripted new user interface for simulator in accordance with PGA Tour brand.
Diesel Games - Tempe, AZ
Lead Environment Artist - September 2008 thru August 2009
TITLES WORKED ON: DEPRIVED (PC)
Oversaw visual design of horror game; designed, grey-boxed, and implemented level art, including lighting, and all environment assets (except props); managed quality and integration of assets from team members; engaged in various tasks like character rigging, animation, and cinematics for trailer; helped with aesthetics of many areas of the company, game design, and some writing.
Nintendo Software Technology - Redmond, WA
Environment Artist - June 2006 thru October 2007
TITLES WORKED ON: PROJECT HAMMER (WII), UNANNOUNCED PROJECT (WII)
Created realistic and stylized environment assets for multiple Wii titles; actively involved in environment design and level layout, as well as general meetings for overall game design; created concept illustrations for environment objects, adversaries, and scenarios.
E D U C A T I O N
Digipen Institute of Technology - Redmond, WA - 3D Art & Animation
Wayne State University - Detroit, MI - Interdisciplinary Electronic Multimedia
S K I L L S
DIGITAL ART: Environments, Lighting, Visual Effects Animation, Particles, Shader Creation, Fluid Simulation, Cinematic Animation, Writing, Character Creation/Rigging/Animation, Graphic/UI/UX design, Illustration
SOFTWARE: Unreal Engine, Unity, Maya, 3DS Max, ZBrush, RealFlow, SpeedTree, Crazybump, After Effects, Photoshop