SUMMARY OF EXPERIENCE
I have worked as an Environment Artist in the video game industry for over 10 years. I am a generalist with years of experience modeling, sculpting, laying out uvs, texturing, setting up and lighting scenes, props, and environments for a variety of platforms and engines, including Unreal and Unity. I create with an eye towards performance without sacrificing quality, and use my many years of experience in the industry to make sure the work I make uses it’s polys and textures as efficiently as possible.
Ringling College of Art and Design (1996-2000)
Bachelor of Fine Arts in Computer Animation
Modeling: Maya, Silo, Zbrush, 3D Studio Max
Texturing: Substance Painter, Substance Designer, Quixel, Photoshop
Engines: Unity and Unreal
Misc software: After Effects
Platforms: Vive, Oculus Rift, ARKit and ARCore, PC, PlayStation 3, XBox 360, Wii, PlayStation 2, iPhone, Android
GAME-RELATED WORK EXPERIENCE
Banjo Digital, LLC, Austin, Texas February 2017 - present
Projects: Various AR/VR projects for OWN, Honda, JANA, and other tech and entertainment companies.
Duties: I am the lead artist on various AR and VR projects. I made sure that the art was beautiful as well as performant on the platform it was releasing on.
Gravistar Labs, LLC, Austin, Texas April 2016 - July 2016
Project: Coda De Capo
Duties: built out the demo for a 3d side scrolling game using Unreal. Modeled, sculpted, textured, and lit and implemented into Unreal 4.
Panic Button Games, Austin, Texas November 2014 - March 2015
Project: Disney Infinity 2.0
Duties: various work involving porting Disney Infinity 2.0 to the PSVita
Thunderdog LLC, Austin, Texas April 2013 – November 2013
Project: Battle Isle: Threshold Run
Duties: Model and texture environments and vehicles, model and animate characters for a cross platform mobile game.
Software Used: Maya, Silo, Photoshop, Unity
Multimedia Games, Austin, Texas February 2011 – October 2012
Project: Various projects
Duties: Model, texture, animate 3d characters and model, light, and render 3d environments for various slot machine projects.
Software Used: Silo, 3dsMax, After Effects, Photoshop
Hellfire Games, Austin, Texas June 2010 – February 2011
Title Shipped: Novus Prime
Project: Novus Prime for PlayStation Home
Duties: Modeled and textured the main environments and various props.
Edge of Reality, Austin, Texas October 2006 - November 2008
Title Shipped: Hulk
Projects: Hulk, Cipher Complex
Duties: Modeled and textured various New York landmarks, storefronts, and props. Modeled and textured various props for Cipher Complex.
Wolfpack Studios, a Ubisoft Company. Austin, Texas August 2003 - August 2005
Titles Shipped: Shadowbane: Throne of Oblivion, Shadowbane: Rise of Chaos, and ongoing live updates.
Projects: Shadowbane: ToO, Shadowbane: RoC, live content, and an unannounced project.
Duties: Concepted, modeled and textured environment and character assets for both Shadowbane expansion packs and live content. Created concept art for an unannounced project.
Terminal Reality, Inc. Dallas, Texas September 2001 - July 2002
3D Character Artist
Title Shipped: BloodRayne
Projects: BloodRayne, BloodRayne 2
Duties: Modeled and textured human enemies and NPCs for BloodRayne, and conceptual artwork for BloodRayne2.
High Voltage Software, Chicago, Illinois August 2000 - August 2001
3D Character Artist
Title Shipped: Hunter: The Reckoning
Project: Hunter: the Reckoning
Duties: Modeled, textured and animated creatures.