EXPERTISE

With close to a decade of industry experience, I am ready to crack any production problem or bottleneck. I have an eye for detail, a passion for quality and a mind concerned with functionality. Whatever the assignment, I can create the visuals you can take to the bank.

SKILL SET

  • Digital Sculpting

  • Poly Modeling

  • Normal Ripping

  • Physically Based Rendering

  • Texture Creation

  • Concept Generation

  • User Interface Design

  • Illustration

  • Graphic Design

TOOL BOX

  • Adobe Photoshop

  • Adobe Illustrator

  • Allegorithmic Substance Designer

  • Allegorithmic Substance Painter

  • Autodesk Maya

  • Blender

  • CrazyBump

  • Pilgway 3D Coat

  • Pixologic ZBrush

  • Marmoset Toolbag2

  • Quixel Suite

  • Turtle

  • Unity

  • Unreal Engine 4

  • xNormal

EXPERIENCE

aRT BULLY PRODUCTIONS ::  RALEIGH, NC  :: NOV 2017 - PRESENT

RESPONSIBILITIES: 

  • Create stunning hard surface models and textures for a variety of AAA games, studios and pipelines.

  • Work directly with the Art Director to ensure client needs are met and appropriate changes are made.

  • Pass on relevant information to junior artists and act as support for “on fire” projects.

PROJECTS:

  • RAGE 2

  • CALL OF DUTY: BLACK OPS 4

  • VARIOUS UNNANOUNCED TITLES (CAN’T WAIT TO SHARE!)

MICROSOFT :: HXT ::  REDMOND, WA  :: MAY 2016 - JULY 2017

RESPONSIBILITIES: 

  • My responsibilities as a Senior 3D Artist for HXT (HoloLens Experience Team) ranged from entertainment to enterprise. I worked across a spectrum of projects in parallel and I was expected to communicate my expertise in the field to top talent at elite level companies.

  • My day-to-day consisted of working with designers and engineers to rapidly iterate on holographic 3D content for use on the HoloLens device via the Unity Game Engine. The brunt of my work was highly realistic hard surface props for use in holographic applications, stage demos, presentations and pitches.

  • I was instrumental in shaping and developing the 3D asset creation pipeline for HXT. This pipeline was established as a means of producing high quality results in a quick and efficient manner to accommodate HXT’s iterative workflow. This pipeline will required learning for all new hires.

PROJECTS: 

  • MICROSOFT LAYOUT (AR/VR APP)

  • VARIOUS AR VISION LABS AND PRESENTATION (AIRBUS, THYSSENKRUPP, SAAB, VOLVO, AUDI, SKETCHUP)

SIGNAL STUDIOS  ::  KIRKLAND, WA  ::  FEB 2010 - DEC 2015

RESPONSIBILITIES: 

  • Collaborated with art director and leads, animators, designers and programmers to bring visions to life from concept to completion

  • Executed many different tasks including high poly 3D sculpting for normal ripping; environment, prop and character modeling; texture creation; UI design and more

  • As Senior 3D artist taught processes and pipelines to junior artists and ensured quality bar was met in addition to primary responsibilities

  • As Lead UI artist managed a team of two to ensure proper implementation and quality, worked with design and code leads to determine functionality and flow

  • Continually grew my knowledge base to meet growing fidelity demands including normal ripping and map generation workflows, PBR pipeline, Unity Engine, Unreal 4 Engine and more

  • Relied upon to research and implement various tech outside my expertise such as cloth physics, destructible mesh systems, dynamic shaders and more to help the team and keep the project on track

PROJECTS: 

  • UNTITLED OCULUS RIFT PROJECT :: SENIOR 3D ARTIST

  • SAVAGE LANDS :: SENIOR 3D ARTIST/LEAD UI ARTIST

  • TOY SOLDIERS: WAR CHEST :: SENIOR 3D ARTIST/LEAD UI ARTIST

  • 9 BIT :: SENIOR 3D ARTIST

  • MONSTERX :: PITCH ARTIST

  • FORTRESS :: SENIOR 3D ARTIST

  • ASCEND: HAND OF KUL :: 3D ARTIST

  • SLEEPING PRINCE :: PITCH ARTIST

  • TOY SOLDIERS: TOUCH :: 3D ARTIST/LEAD UI ARTIST

  • TOY SOLDIERS: COLD WAR :: 3D ARTIST/UI ARTIST

  • TOY SOLDIERS :: 3D ART INTERN

HOURGLASS GAMES  ::  REDMOND, WA  ::  JUN 2008 - MAY 2009

RESPONSIBILITIES: 

  • Designed front end game menus and HUD from wireframes

  • Created functionality and motion graphic mockups for code team

  • Executed a variety of branding tasks

PROJECTS:

  • UNANNOUNCED XBLA TITLE :: LEAD UI ARTIST

SKAGIT VALLEY HERALD  :: MOUNT VERNON, WA  ::  DEC 2001 - AUG 2004

 LEAD GRAPHIC ARTIST

  • I worked in a small strike team consisting of two sales reps and a copy writer/sales assistant to create and spec advertisements for clients under severely rigid deadlines. With our sales team’s success, I was assigned to manage an Assistant Designer.

SHIPPED TITLES

TOY SOLDIERS: WAR CHEST
ASCEND: HAND OF KUL

TOY SOLDIERS: TOUCH
TOY SOLDIERS: COLD WAR + 2 DLC Titles
TOY SOLDIERS + 2 DLC Titles

EDUCATION                        

DIGIPEN INSTITUTE OF TECHNOLOGY  ::  REDMOND, WA  ::  AUG 2005 - MAY 2010

  • BFA in Production Animation

  • Valedictorian

  • Awarded talent based scholarship (Robert B. McMillen Foundation Art Scholarship)

WHATCOM COMMUNITY COLLEGE  ::  BELLINGHAM, WA  ::  SEP 1999 - JUN 2001

  • AA in Graphic Design

  • Graduated with honors