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
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World Building, structural geometry placement, set dressing, scene lighting, foliage, decal, and fx placement.
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Optimization and map performance work, art polish, player collision, and bug fixing.
Darksiders III (PS4, Xbox One, PC)
Sr. Environment Artist
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World Building, structural geometry placement, set dressing, scene lighting, foliage, decal, and fx placement.
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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
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World Building (2 maps), scene composition, flora adjustments, artistic feedback, bug fixing and optimization.
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Skybox layout (initial skybox terrain creation using LIDAR data, World Machine and the proprietary game engine.)
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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
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Map Art Lead (led a team of 2 and 3 artists on 2 campaign maps.)
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World Building, environment modeling and texturing, skybox adjustments, decal work.
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Water fx placement and adjustments (the alleyway on Bog.)
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Optimization and map performance work, polish work and bug fixing.
DOOM (PS4, Xbox One, PC)
Sr. Environment Artist, Map Art Lead
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Worked on 3 multiplayer maps.
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Map Art Lead (was Map Lieutenant then took over responsibilities on mp map Chasm.)
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World Building, environment modeling and texturing, lighting (idTech6 engine), decal placement.
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Optimization and map performance work, polish work and bug fixing.
Halo: The Master Chief Collection (Xbox One)
Environment Artist
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Worked on Halo 2 Anniversary multiplayer map Lockdown.
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Modeling and texturing level geometry, snow pass treatment, created collision geometry.
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Optimization and map performance work, polish work and bug fixing.
Call of Duty: Ghosts (PS4, Xbox One, PC)
Environment Artist
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Worked on 4 multiplayer maps.
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World Building, environment modeling and, skybox work (on Bayview), Set dressing and scene composition, decal placement.
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Optimization and map performance work, polish work and bug fixing.
Halo 4 (Xbox One, Xbox 360)
Environment Artist
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Worked on 7 multiplayer maps.
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Modeling and texturing level geometry, created collision geometry.
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Skybox creation (on mp map Monolith.)
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Optimization and map performance work, polish work and bug fixing.
Halo: Combat Evolved Anniversary (Xbox One, Xbox 360)
Environment Artist
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Worked on the mp map Prison.
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Modeling and texturing level geometry, created collision geometry.
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Optimization and map performance work, polish work and bug fixing.
Crimson Alliance ( Xbox 360)
Environment Artist
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Modeling and texturing props and level geometry, created collision geometry, world building, lighting work.
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Optimization and map performance work, polish work and bug fixing.
VIGIL GAMES (2008 – 2010)
Darksiders (PC, PS3, Xbox360)
Sr. Environment Artist
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Modeled and textured the Ash gate prop
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Map file cleanup work
Warhammer 40,000: Dark Millennium Online (PC - unreleased)
Sr. Environment Artist
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Map Art Lead (led a team of 2 artists on a spacehulk corridor level slice)
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World Building, environment and prop modeling and texturing.
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Hand painted texturing (needed to achieve a heavily stylized texture direction.)
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Optimization and map performance work, polish work and bug fixing.
SPACETIME STUDIOS (2007 – 2008)
Blackstar MMO (PC - unreleased)
Sr. Environment Artist
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Modeling, texturing, and world building of environments and props, with some skybox and fx work
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Optimization and map performance work, polish work and bug fixing.
IRON LORE ENTERTAINMENT (2004 – 2007)
Dawn of War: Soulstorm (PC)
Artist
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Modeled and textured the Dark Eldar Reaver jetbike.
Titan Quest: Immortal Throne (PC)
Artist
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Modeling, texturing, world building, environment biome creation, props, flora, modular dungeon tile sets, and armor sets.
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Optimization and map performance work, polish work and bug fixing.
Titan Quest (PC)
Artist
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Modeling, texturing, world building, environment biome creation, props, flora, modular dungeon tile sets, and armor sets.
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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