Overview:
● I have 30 years of experience in environment and prop creation, implementation, optimization, concept design, and even some character creation. I utilize a wide variety of engines and tools (and the list never tends to shrink). I’m comfortable working closely with design to plan levels and engineering to work out solutions to problems and both meet and establish metrics. I can work with a high level of autonomy, using established visual reference/concept art to produce assets that fit an established visual style. I’ve tweaked and outright wrestled outsource assets into games. Really, there’s not much I haven’t seen – if you have a game engine, I can get up and running with it quickly.
● When I’m not working I’m usually reading fantasy novels, walking my pug-mixes, or playing PC strategy games and RPG’s. I love the modding scene and often dig into the guts of my favorite titles to make my own (I’ve got mods for Skyrim, Total War: Warhammer 2, and Mass Effect floating around out there – plus a bunch thrown together just for my own use).
Software Proficiencies: Unity HDRP | Unreal 4 | CryEngine | Zbrush | Substance Designer | Substance Painter | Maya | 3DS Max | Adobe Photoshop | Perforce
Areas of Expertise: PBR | Hard Surface Modeling | Modular Asset Creation | Modular environment “kit” design | Grayboxing | Proxy build-out | Mesh Decaling | Lighting | Performance Optimization
Senior Environment Artist (Contract) – Team 21 Studio (2022)
● Built stylized “hero” environmental prop assets for a low-end VR game, researched Zbrush/Substance pipeline for low-end, stylized asset creation.
Realtime Character w/ Facial Mo-Cap R&D (2022)
● Created a character leveraging UE4/5 Livelink/Metahuman technology to create a real-time non-human avatar for use in live streaming applications. Involved essentially learning everything there is to learn about character animation and rigging in Unreal, blueprinting, mo-cap animation editing, and production of the character model and blendshapes from scratch using Maya, ZBrush, Substance, and UE4/5’s material editor.
Senior Environment Artist (Contract) – Nintendo Retro Studios Austin (2021) - Metroid Prime Remastered
Asset and level completion and polish, optimization, LOD creation, lightmapping, aesthetic correction, general troubleshooting, and bug fixing through pre-alpha and beta to project completion.
Senior Environment Artist – Otherside Studios, Austin (2017-2019) - System Shock 3
Grayboxing, proxying, detailing, level building, visual development, asset optimization, and concepting-on-the-fly modular environment assets for a next gen 1st person immersive sim. Extensive work with Unity “Next Gen” HDRP engine during its pre-release as part of a partnered development studio.
Environment Artist (Contract) – Zenimax/Arkane Studios, Austin (2015 – 2016) - Prey
PBR, high-poly asset creation in Zbrush, Maya, XNormal and Photoshop, environment kits and custom pieces (hard surface)
Worked closely with level architects/designers to create graybox and proxy environment kit and custom level assets
Extensive level overhauls and asset optimization
Senior Environment Artist, KingsIsle Entertainment (2013 – 2015) - Unreleased Superhero MMO
Concepting, modeling, texturing, lighting, and animating sets and props
Environment Artist (Contract), Merge Interactive (March-April 2013)
Generated several rendered backgrounds in Maya for a mobile-based outdoor sports game.
Senior Environment Artist / Level Lead (Contract), Disney Junction Point (2011 – 2012) - Epic Mickey 2 Wii and Xbox 360
Integrated in-house and outsource assets into rough Rainbow Falls level through to completion, for both Wii and Xbox 360 versions of the level.
Prop and environment modeling and texture creation, Xbox 360 and Wii
Senior Environmental Artist, Red Fly Studio (2008 – 2011) - The Force Unleashed 2 Wii, Thor Wii, Unreleased Xbox 360/Unreal UDK Star Wars Title
Produced rapid-prototyping “graybox” levels in concert with level designers.
Created multiple static set kits, breakable objects, and actor objects for use in the quick construction of ambitious levels on short timeframes (including “next gen” assets).
Assembled, lit, created visibility geometry, and otherwise technically prepared next-gen and Wii game sets.
Lead Artist, Spacetime Studios (2006 – 2008) - Blackstar PC (Unreleased)
Oversaw content creation pipeline for player and NPC vehicles for a sci-fi/fantasy MMO.
Collaborated with game designers and concept artists to develop and execute unique and highly stylized visual solutions in-game.
Produced multiple rapid-prototyping assets, enabling early game concept testing and evaluation
Prepared technical documentations and production packages for outsource.
Lead Artist, Sony Online Entertainment Austin (2000 – 2006) - Star Wars: Galaxies, Jump to Lightspeed, Rage of the Wookiees, The Trials of Obi-Wan
Oversaw content creation pipeline for player and NPC vehicles and their interiors
Reviewed work from outsource providers and junior artists for technical compliance.
Faithfully translated familiar designs from the “Star Wars” series of films into high-quality in-game assets
Generated original concepts for multiple vehicles, environments, and prop
Career Titles Shipped:
Metroid Prime Remastered - Prey (2017) - Epic Mickey II (Wii and Xbox), Thor (Wii) - The Force Unleashed II (Wii) - Star Wars Galaxies, Jump to Lightspeed - Rage of the Wookiees - The Trials of Obi-Wan - Wing Commander: Prophecy - Wing Commander IV - Wing Commander III - Wing Commander: Privateer
Higher Education
BA in Art with Honors, University of Texas at Austin