SKILLS

  • 15 years of experience in games and animation as a 3D/texture artist

  • 2 years of experience as a systems designer for both player-facing systems and internal pipeline tools

  • Environment and character modeling, sculpting, texturing, and in-engine implementation of assets including level layout, propping and lighting

  • Internal concept art, motion graphics, and tools and pipeline design

  • Expert-level knowledge of Maya, Photoshop, Zbrush, Unity

  • Some experience with PBR workflow, Substance Suite, and Blender

  • Experienced with managing outsourced work and communicating with external vendors

  • Experienced with creating work for PC, mobile, console, and VR platforms and managing cross-platform UX considerations

  • Strong working knowledge of After Effects, Topogun, Headus UVLayout, nDo2, Shaderforge

  • Excellent at communication, prototyping, technical and practical problem solving, teamwork, and learning new applications


EXPERIENCE

Lead Artist/Systems Designer: Jan 2017 - Present
Rec Room Inc (Formerly Against Gravity) Seattle, WA

  • Shipped titles: Rec Room

  • Responsible for concepting, modeling, texturing propping, lighting and developing shaders and VFX for many of Rec Room’s first party activities, including four Quests, three Paintball maps, two Laser Tag maps, a Disc Golf course, and the Rec Center itself

  • Responsible for modeling some, and concepting many more, of the cosmetic Avatar items, which are the primary drivers of the company’s revenue to date

  • Proposed, owned, executed artwork for, and advocated for developer resources for the in-game food Consumable items, which consistently top the revenue charts

  • Designed and implemented artwork for avatar improvements such as different face shapes and posable hats, as well as for the tools that content creators use to author them. Implementing these systems required preserving the integrity of hundreds of pre-existing assets, and managing the amount of work created for the team with the delight provided to the players

  • Designed several large features, including Clubs, Consumables, Face Shapes, and the visual language/UX of our in-game circuits system and programming language, which relies on physical metaphors to tie together a suite of chips, gizmos, wires and gadgets.

  • Ensured mobile-friendly lighting, performed extensive optimization work, and handled asset management in Unity, as well as many of the more technical tasks in the domain of the art team.

Senior Artist: March 2015 - Oct 2016
WGCells, Bellevue, WA

  • Shipped titles: Smash Squad. Also worked on several prototypes and two unannounced games

  • Built, textured and lit eight thematically-unique arenas for Smash Squad with limited concept art

  • Assembled 2.5d campaign maps and animated both sprites and 3D assets to bring them to life

  • Responsible for almost all internal 3D work, as well as some fx and sprite animation

  • Aided several teams with pipeline development and tools exploration, creating art for several prototypes and driving performance testing

  • Ensured mobile-friendly light baking, performed extensive optimization work, and handled asset management in Unity, including the design of a comprehensive naming schemes to ensure smooth organization over the life of the project

  • Created a set of modular terrain, working closely with engineering and design to ensure that all needs were met

Game Artist II: July 2013 - November 2014
Amazon, Seattle, WA

  • Shipped titles: The Unmaking. Also worked on numerous prototypes and one unreleased project

  • Created and re-topologized high-poly sculpts in Z-brush and Topogun for high fidelity cloud rendering

  • Generated sprites from 3d models for a custom GPU instancing strategy that allowed for hundreds of enemies on screen

  • Baked maps and painted textures for numerous in-game assets, many of which were rigged for destruction

  • Arranged and propped out several levels for The Unmaking, working closely with design to ensure that the physics-driven enemy flocking performed as desired

  • Handled light baking, extensive optimization work, and asset management in Unity, gaining experience with Marmoset, ShaderForge, and WorldBuilder

  • Helped look and feel development on an unreleased game, merging comic book halftone with stylized 3D in vignettes for key art

3D Artist (Contract): Feb 2013 - June 2013
Z2, Seattle, WA

  • Games worked on: Paradise Bay

  • Created low-poly unit and environment art, including models, hand-painted textures, light-baking and improvising evolution stages from a provided concept

  • Refined art pipeline and lighting solutions to the enormous advantage of our workflow

  • Interfaced with the engineering department to make sure interdepartmental needs were met during the development of a custom engine

Senior Artist: July 2006 - October 2012
Gas Powered Games, Redmond, WA

  • Shipped titles: Supreme Commander, Supreme Commander: Forged Alliance, Demigod, Supreme Commander 2, Nanovor (with Smith and Tinker), Project Spark (With Microsoft) Kings and Castles, Age of Empires Online

  • Worked in SupCom, Siege, AoE and Unity engines

  • Bullt, textured, and lit high-res and in-game assets for RTS levels

  • Played a key role in developing environment art and lighting pipelines for Demigod, Supreme Commander 2, Kings and Castles, and unannounced projects

  • Created concept art for characters, props, environments and RTS units

  • Concepted and carried out multiple complex motion graphics sequences for both visual prototyping and final in-game movies

  • Modeled and textured low-poly characters with interchangeable parts, and helped design and prototype a custom avatar creation system

  • Designed and helped implement a system to support an extensive and very granular genetics and breeding game mechanic by which many individual features could be passed from parent to child with as little impact as possible on animation and rigging. This same system was used for customizable characters

  • Created high-resolution sculpts for characters, retopologized them for normal casting, created textures and final in-game assets

Production Artist: Feb 2006 - July 2006
Arkitek Studios, Seattle, WA

  • Created cinematic assets and animation on bio-medical subjects

  • Job required modeling, texturing, rigging, animation, lighting, rendering, and post-processing

  • Frequent problem-solving with a small, close team


EDUCATION

Associate of Applied Arts in 3d Computer Animation

  • DigiPen Institute of Technology, Redmond, WA

  • Valedictorian, April 2006

Bachelor of Arts in Art and Art History, Managerial Studies

  • Rice University, Houston, TX

  • May 2004