I have worked for 20 years in the entertainment industry starting in Film/Commercial/Television. I transitioned to games in 2006 and during that time shipped 8 titles, multiple DLC packages and 8 non shipped titles/projects. During my time at Deviation Games, I found the greatest strength and joy of my career being the Lead Artist of internal and external teams. Combining my depth of experience in the field, with the highly skilled new generation of artists, together we created a magical blend that brought out the best of what the games industry should be. My goal going forward is to continue to help talented artists grow their strengths, find confidence in their work and to feel inspired by the work they are creating for the team, and for themselves. While still having artistic input and creation, my primary goal is to be the support behind each team individual that maximizes their creative output and workflow, while continuing to develop and hone new skills for each and all of us along the way.
Overview
21
21
years of professional experience
Work History
Lead Environment Artist
Deviation Games
03.2020 - 03.2024
Balanced artistic vision with technical constraints, ensuring optimal performance without sacrificing quality.
Conducted thorough research on architectural styles, materials, and historical context for accurate representation within game worlds.
Proactively identified potential issues during development process, proposing effective solutions to preemptively mitigate risks.
Collaborated with design team to create immersive and dynamic levels that improved player experience.
Assisted in the creation of environmental storytelling through careful placement of props and set dressing.
Improved pipeline workflow by developing and maintaining asset libraries for streamlined organization and accessibility.
Developed modular environment assets for increased efficiency and flexibility during level design phases.
Optimized assets for efficient performance, ensuring smooth gameplay on various platforms.
Participated in cross-disciplinary teams to ensure seamless integration of gameplay mechanics into environment designs.
Lead VR Artist
Collider
09.2019 - 03.2020
Contributed to creative process through original ideas and inspiration.
Delivered polished final products by addressing bugs and implementing revisions based on feedback from QA testing sessions.
Enhanced game environments by designing realistic and visually appealing 3D models and textures.
Maintained up-to-date knowledge of industry trends and advancements in software tools, continuously improving personal skill set and techniques used in production processes.
Supported marketing efforts by providing high-quality in-game screenshots and promotional art showcasing the game''s environments.
Developed and implemented game levels with in-game mechanics.
Sr World Builder
Impulse Gear, Inc.
11.2017 - 09.2019
Created 3D models, textures, animations and other assets for multiple video games.
Created prototypes based upon design ideas via block out in the levels,
Enhanced player experience by designing and implementing engaging game levels and mechanics.
Supported team members in achieving project goals, fostering a collaborative work environment for efficient problem solving.
Implemented lighting solutions that enhanced mood, atmosphere, and storytelling in each level of the game environment.
Optimized in-game assets for improved performance for VR
Collaborated with game designers to create engaging and visually appealing game environments.
Environment Artist
Electronic Arts (EA)
09.2006 - 09.2017
Projects worked on during my tenure at Electronic Arts
Star Wars, action/adventure - Not shipped
Battlefield Hardline - Shipped
Battlefield 4 - Shipped
Dead Space 3 - Shipped
Dead Space 2 - Shipped
Dead Space - Shipped
God Father 2 - Shipped
Def Jam ICON - Shipped
Unreleased Marvel - Not Shipped
Worked closely with lighting artists to ensure proper integration of environment assets within scenes, enhancing visual appeal.
Contributed to the development of AAA titles by creating high-quality environment assets in a timely manner.
Participated in regular feedback sessions, refining artistic direction and maintaining consistency across projects.
Consistently met project deadlines while managing multiple tasks simultaneously under pressure.
Established documents outlining concept, art, deliverable specifications, game flow charts and overall content to help keep projects moving and teams working together cohesively.
Balanced artistic vision with technical constraints, ensuring optimal performance without sacrificing quality.
Collaborated with design team to create immersive and dynamic levels that improved player experience.
Assisted in the creation of environmental storytelling through careful placement of props and set dressing.
Developed modular environment assets for increased efficiency and flexibility during level design phases.
Optimized assets for efficient performance, ensuring smooth gameplay on various platforms.
Delivered polished final products by addressing bugs and implementing revisions based on feedback from QA testing sessions.
Created 3D models, textures, animations and other assets for multiple video games.
CG Generalist
Hillenbrand Entertainment
02.2005 - 12.2006
Texture Artist
Digital Domain
01.2005 - 11.2006
Flags of Our Fathers (film)
Environment Artist
USC Institute for Creative Technologies
03.2005 - 12.2005
Integrating Architecture Project (classified US military project)