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RESUME

- ABOUT ME -

I had the great fortune to get my start in the video game industry back in 2004 with Iron Lore Entertainment.  Since that time I have worked on some amazing AAA games with a lot of really talented people and studios.  I have over a decade of experience with skills ranging from world building to hard surface modeling, texturing, leading a few map art teams, skybox composition and creation, terrain map generation, level lighting, some photogrammetry knowledge, and rounded out by a strong traditional art foundation.  I love working in the video game industry and am always looking to improve my artistic abilities, skill sets, and push my work quality.

Experience

 

GUNFIRE GAMES  (2018 – present)                 

Remnant From the Ashes (PS4, Xbox One, PC)

 Sr. Environment Artist

  • World Building, structural geometry placement, set dressing, scene lighting, foliage, decal, and fx placement.

  • Optimization and map performance work, art polish, player collision, and bug fixing.

Darksiders III (PS4, Xbox One, PC)

 Sr. Environment Artist

  • World Building, structural geometry placement, set dressing, scene lighting, foliage, decal, and fx placement.

  • Optimization and map performance work, art polish, player collision, and bug fixing.

CERTAIN AFFINITY  (2010 – 2017)                 

WORLD OF TANKS: 1.0 UPDATE (PC)

 Sr. Environment Artist, Map Art Lead

  • World Building (2 maps), scene composition, flora adjustments, artistic feedback, bug fixing and optimization.

  • Skybox layout (initial skybox terrain creation using LIDAR data, World Machine and the proprietary game engine.)

  • Map Art Lead – (took over duties of 1 map.)

 

Call of Duty: Modern Warfare Remastered (PS4, Xbox One, PC)

 Sr. Environment Artist, Map Art Lead

  • Map Art Lead (led a team of 2 and 3 artists on 2 campaign maps.)

  • World Building, environment modeling and texturing, skybox adjustments, decal work.

  • Water fx placement and adjustments (the alleyway on Bog.)

  • Optimization and map performance work, polish work and bug fixing.

 

DOOM (PS4, Xbox One, PC)

 Sr. Environment Artist, Map Art Lead

  • Worked on 3 multiplayer maps.

  • Map Art Lead (was Map Lieutenant then took over responsibilities on mp map Chasm.)

  • World Building, environment modeling and texturing, lighting (idTech6 engine), decal placement.

  • Optimization and map performance work, polish work and bug fixing.

 

Halo: The Master Chief Collection (Xbox One)

 Environment Artist

  • Worked on Halo 2 Anniversary multiplayer map Lockdown.

  • Modeling and texturing level geometry, snow pass treatment, created collision geometry.

  • Optimization and map performance work, polish work and bug fixing.

 

Call of Duty: Ghosts (PS4, Xbox One, PC)

 Environment Artist

  • Worked on 4 multiplayer maps.

  • World Building, environment modeling and, skybox work (on Bayview), Set dressing and scene composition, decal placement.

  • Optimization and map performance work, polish work and bug fixing.

 

Halo 4 (Xbox One, Xbox 360)

 Environment Artist

  • Worked on 7 multiplayer maps.

  • Modeling and texturing level geometry, created collision geometry.

  • Skybox creation (on mp map Monolith.)

  • Optimization and map performance work, polish work and bug fixing.

 

Halo: Combat Evolved Anniversary (Xbox One, Xbox 360)

 Environment Artist

  • Worked on the mp map Prison.

  • Modeling and texturing level geometry, created collision geometry.

  • Optimization and map performance work, polish work and bug fixing.

 

Crimson Alliance ( Xbox 360)

 Environment Artist

  • Modeling and texturing props and level geometry, created collision geometry, world building, lighting work.

  • Optimization and map performance work, polish work and bug fixing.

 

VIGIL GAMES  (2008 – 2010)                 

Darksiders (PC, PS3, Xbox360)

 Sr. Environment Artist

  • Modeled and textured the Ash gate prop

  • Map file cleanup work

 

Warhammer 40,000: Dark Millennium Online (PC - unreleased)

 Sr. Environment Artist

  • Map Art Lead (led a team of 2 artists on a spacehulk corridor level slice)

  • World Building, environment and prop modeling and texturing.

  • Hand painted texturing (needed to achieve a heavily stylized texture direction.)

  • Optimization and map performance work, polish work and bug fixing.

 

SPACETIME STUDIOS  (2007 – 2008)                 

Blackstar MMO (PC - unreleased)

 Sr. Environment Artist

  • Modeling, texturing, and world building of environments and props, with some skybox and fx work

  • Optimization and map performance work, polish work and bug fixing.

 

IRON LORE ENTERTAINMENT  (2004 – 2007)                 

Dawn of War: Soulstorm (PC)

 Artist

  • Modeled and textured the Dark Eldar Reaver jetbike.

 

Titan Quest: Immortal Throne (PC)

 Artist

  • Modeling, texturing, world building, environment biome creation, props, flora, modular dungeon tile sets, and armor sets.

  • Optimization and map performance work, polish work and bug fixing.

 

Titan Quest (PC)

 Artist

  • Modeling, texturing, world building, environment biome creation, props, flora, modular dungeon tile sets, and armor sets.

  • Optimization and map performance work, polish work and bug fixing.

Education

 

Full Sail University
2001 - 2002 )

Associates of Science: Computer Animation

 

Kendall College of Art and Design
1995 - 1999 )

B.F.A: Illustration Major

 
Skills

I have years of experience performing all aspects of world building from scene composition to environment modeling and texturing, set dressing, scene lighting, skybox composition and layout, map art lead experience, and level optimization.  I am proficient with a multitude of software and toolsets including quick ramp up time and use of several proprietary game engines such as Call of Duty's Radiant editor, 343 Industries Halo editor Sapien/Bonobo, id Studios idTech 6 on Doom as well as a few others.  I have also gained some familiarity with Photogrammetry techniques and process, terrain generation software such as World Creator 2 and World Machine (gathering LIDAR data for heightmap creation etc.)  This is all combined with years of use and familiarity of a lot of the industry standard software such as Maya, Photoshop, etc.  Below is a sampling of the software I have been using at various companies.

 

Maya

unity_logo.png

Unity

3DS Max

ZBrush

Photoshop

World Machine

Unreal

Engine 4

Reality Capture

Substance Painter

P4

World Creator 2

Jira

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