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Summary
I am a 3D Artist working in the video games industry specializing in environment, weapon, and vehicle art; I have both full-time studio experience as well as freelance contract experience.
Professional Experience
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(Oct 2009 - Present)
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343 Industries (Microsoft Game Studios) - Redmond, WA
Position: - 3D Artist
- Currently working on the Halo team.
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(Mar 2009 - Sep 2009)
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id Software - Mesquite, TX
Position: - Environment Artist
- Environment Artist on DOOM 4
- Responsibilities include modeling (HP/LP), texturing, lighting, scene building, engine importation (idtech5).
- Worked closely with concept artists, designers and scripters to fully realize level environments.
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(Nov 2008 - Mar 2009)
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Tryptych Studios LLC - Houston, TX
Position: - Contract Artist
- Founded Tryptych Studios LLC, under which I provide freelance contract work.
- Created environment art assets for several unannounced next-gen titles.
- Worked with clients to ensure assets adhere to project's art direction, meet deadlines, and work within asset budget limitations.
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(Aug 2007 - Nov 2008)
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TimeGate Studios - Sugarland, TX
Position: 3D Artist
- Worked as an environment, weapon, and vehicle artist for the UE3 title Section 8 (PC, XBox 360, PS3).
- Responsibilities included hard-surface high-poly modeling, low-poly modeling, texturing, material shader creation, technical modeling (LODs, Collisions, etc), rapid concept modeling and animation.
- Worked with design department in establishing scale standards and guidelines for environments and vehicles.
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(May 2007 - Aug 2007)
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Freelance Artist
- Created art assets for several independent game projects.
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Non-Commercial Game Development
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(2006 - 2007)
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- 3D Artist for Carpathian Crosses, mod for Red Orchestra: OstFront 1941-45
- Lead 3D Artist for Darkest Hour: Normandy 1944, mod for Red Orchestra: OstFront 1941-45
- Modeler/Texture Artist for Mechwarrior: Living Legends, mod for Crysis
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Shipped Title Credits
Skills
- High-Poly Hard-Surface and Organic Modeling
- Low-Poly modeling
- Texturing (Photo-sourced and Hand-Painted)
- Shader creation (UE3)
- Technical Modeling (LODs, Collisions, Proxy Meshes)
- Environment Building and Lighting
- Traditional Art (Drawing, Painting)
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Software
- AutoDesk 3D Studio Max (Primary)
- AutoDesk Mudbox
- Pixologic Zbrush
- Adobe Photoshop
- UE3 Editor
- idtech 5
- CrazyBump
- Adobe After Effects
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References
Available upon request.
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