Objective: Character Artist, Character Animator, with preference for next gen game development.
Highlights of Qualifications
Over 5 years production experience, and 3 published game titles, including, games, military simulation, advertising, cinematic, instruction and management of real-time production pipeline. Extensive experience with: ZBrush, Normal Mapping, Unreal Engine, 3D Studio Max, Character Studio, Maya, Lightwave, Cinema 4D, BodyPaint, Photoshop, Painter, traditional media. Complete character pipeline capability, concept through animation.
Versatile and adaptable, effective at plugging holes in production pipeline rapidly through swift assimilation of software, techniques and resources. Enjoys technical challenges and problem solving, eagerly researches, implements, and teach leading edge technologies, pipelines, and paradigms. Professional Experience
Cinematic Animator, The DaVinci Code, The Collective, 2005-2006
Character animator for in game cinematics. (PC, PS2, Xbox) Lead Animator, Curious George, Zono Inc. 2005
Model, texture, rig, and animate stylized 3D characters for upcoming children’s game based on popular movie and children’s entertainment franchise. Prototype and debug character pipeline in relation to custom game engine. (PS2, Xbox, PC, GBA) Lead Artist, Institute for Creative Technologies/Paramount 2004
Create realtime assets, including models, textures, rigs, and animation. Prototype art development pipeline for Leaders military simulation prototype involving dramatic and groundbreaking character interaction. Research and implement cutting edge, proprietary software and techniques. Lead and teach junior artists to enhance art director’s vision. Manage handoff of art assets to the Unreal Engine. (PC) Staff Writer, DesignerToday 2000-2005
Write tutorials, articles, and reports on the 3D industry. Statistically the most read 3D tutorial writer on staff as represented by tutorialfind.com. 20 extensive tutorials dedicated to furthering game content creation. Art Director, Marathon: Resurrection 2000-2003
Helped bring this Unreal Tournament mod to demo release status in August 2002. Educated team members to enhance production. Established 3D content production pipeline as well as created the majority of art assets for the mod. (PC) Lead Artist, Liquid Destiny Games 2003
Conceptualized, and realized real time assets, both organic and hard surfaced. Modeled and textured all created assets. Introduced procedural texture baking, as well as established light baking and light maps into the production pipeline. (PC) Lead Artist, Kingdoms of War, Abandoned Castle Studios 2001-2002
Conceptualized and produced graphics for sprite based Massively Multi-Player
Online Real Time Strategy Game (MMORTS). Introduced keying technique
to save programmers 10% of post processing time. Facilitated education of
this technique through a series of tutorials. (PC) Contributing Author 2000-2001
Wrote Chapter 15, "An Overview of 3D Real Time Content Creation" for the Cinema 4D
XL Handbook by Adam Watkins. 3D artist, 3DLabs 2000
Provided promotional material. Featured on the cover of EDN Asia. Successfully combined
Abstract symbology into rational visual content that translated across Asian and American Culture Education/Affiliations
Bachelor of Arts, Media Arts and Animation. The Art Institute of Colorado, 2003
International Game Developers Association 2002-2005
Featured Gamasutra Artist 2003 |