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 testers to fix bugs related to assets, terrain, and course layout. Concepted and implemented new user interface. Helped with other tasks related to visual development and aesthetic improvement.
Created realistic high poly, next gen game assets, (including normal, parallax, occlusion maps), constructed level maps from ground up, created lighting schemes, supervised creation and aesthetics of all art assets, as well as managed integration of assets from other team members and gave critiques when necessary. Completed non-environment tasks when necessary, such as character rigging, animation, and cinematics for trailer. Also helped with aesthetics of many areas of the company, game design, and some writing.
Created realistic and stylized environment assets for multiple Wii titles, including buildings/architectural elements, flora, aircraft, and ground cover. Used Maya, Photoshop, NintendoWare, and Perforce. 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.
Applied knowledge of 3D modeling and texturing to creating environment assets/props for photorealistic XBox360/PC title. Used 3DS Max, Unreal 3 Engine, and Perforce.

Extensive art, animation, and design theory; focusing strongly on traditional drawing skills and the importance of process. Topics covered include: 3D Modeling and Texturing, 2D Animation Principles, Drawing, Painting, Design, Color Theory, Cinematography, Dialogue, Storytelling, more.
Focused on general education and creative digital media, as well as traditional drawing and design skills. Topics covered include: Drawing, Design, Digital Video Editing, Motion Graphics, Graphic Design, Art History, more.
