Senior
Environment Artist on Kingdoms
of Amalur: Reckoning - Xbox 360, PS3, PC
Big
Huge Games - Nov 2010 - Present
• Currently
working on Kingdoms of Amalur: Reckoning.
Senior
Environment Artist on Red
Dead Redemption - Xbox 360, PS3
Rockstar
San Diego - Oct 2005 - Oct 2010
• Worked
on every facet of prop, weapon, and vehicle asset creation (modeling,
texturing, unwrapping, shader set up, functionality,
breakability, animation, rigging, and skinning).
• Helped
prototype and design early ground work for prop, weapon, and
vehicle functionality.
• Worked
directly with tools and graphics programmers to develop a texture
and vertex ambient occlusion solution for props.
• Worked
directly with Lead Artist on prop team scheduling to maximize
production and meet critical deadlines.
• Helped
provide training for new artists on the team as well as mentored
less experienced artists in their overall efficiency
and technique.
• Modeled
geometry at multiple LODs.
• Problem
solved prop art related situations, and made good suggestions
for the best means of accomplishing art tasks.
• Worked
with leads across multiple disciplines including Design, Programming,
and Audio teams to ensure proper support
for environmental prop, weapons, and vehicle development.
• Set
up joint hierarchies and skinning to support custom weapon and
prop animations.
• Created
art standards for outsourcing and directed china outsource team
remotely located at Mineloader Software Co
in Shanghai. Provided daily feedback, paint overs, and art direction.
• Worked
directly with the art director to model and texture hundreds
of prop related assets that populated the world of Red
Dead Redemption.
Red
Dead Redemption DLC – Legends and Killers Pack
• Modeled and textured the exclusive Tomahawk weapon.
Red Dead Redemption DLC – Liars and Cheats
Pack
• Modeled and textured the exclusive Explosive rifle weapon.
Red Dead Redemption DLC – Undead Nightmare
• Modeled
and textured the exclusive Blunderbuss rifle weapon.
• Modeled
and textured key
features of the Escalera catacomb tunnels such as ancient wall
carving modules, animal head
statues, mummified remains, skeletons, and the Olmec head wall
statue.
• Modeled
and textured melee weapons such as zombie bait, exploding zombie
bait, and the torch.
• Supported
cutscene cinematics with prop creation requests.
• Created
prop sets for ambient events including corpses, burning piles
of zombies, and various cannibal campsites.
Environment
Artist on Sin
Episodes: Emergence - PC
Ritual
Entertainment -
March 2005 - Sept 2005
• Responsible
for modeling and texturing props. Also responsible for creating
texture sets to be used for in-game environments
while following art direction and maximizing target platform
memory limitations.
• Responsible
for modeling and texturing vehicles while setting them up to
be drivable and damageable.
Environment
Artist on 25 To
Life - PS2, Xbox, PC
Ritual
Entertainment -
May 2004 - Feb 2005
• Responsible
for modeling, texture creation, texture mapping, and lighting
in-game environments while following art direction
and maximizing target platform memory limitations.
• Assisted
in training junior artists in techniques to maximize engine
capabilities and memory limitations.
Environment
Artist on Legacy
of Kain: The Dark Prophecy - PS2, Xbox, PC CANCELED
Ritual
Entertainment -
Jan 2004 - April 2004
• Responsible
for modeling, texture mapping, and lighting in-game environments
while following art direction and maximizing
target platform memory limitations.
3D
Artist at
Dynamic Animation Systems
• Created
models for game engine used in real-time environment projects,
Xbox, and PC company demos.
• Painted
textures in Photoshop for low poly models.
• Designed,
modeled, and animated 3D characters for use in GDC and E3 company
demos.
• Worked
on 2D concept artwork for game design.
• Worked
on promotional posters for GDC and E3.
• Worked
on modeling real-time environments for The National Fire Academy
and The Federal Emergency Management
Agency.
• Created
real-time particle effects for databases using real-time particle
editors.
• Created
real-time animations of parts of buildings collapsing for The
National Fire Academy.
Shipped
Games:
•
Red Dead Redemption - Xbox 360, PS3
• Red Dead Redemption: Undead Nightmare - Xbox 360, PS3
• Sin Episodes: Emergence - PC
• 25 To Life - PS2, Xbox, PC
Software
Knowledge:
•
3ds Max
• Maya
• Zbrush
• Crazybump
• Photoshop
• Alienbrain
• Perforce
Education
-----------------------------------------------------------------------------------------------------------------------------------------------------------------
Sept
1997 - Sept 1999
The Art Institute of Pittsburgh; Pittsburgh,
PA
•
Degree in Computer Animation/Multimedia, Associate in Specialized
Technology
•
Graduation - September 1999
Sept
1995 - June 1997
The Career Studies Center; Hagerstown,
MD
•
Degree in Visual Communications
•
Graduation - June 1997
References
- Available upon request