As an artist I thrive on pushing the bounds of art and design while collaborating with highly skilled teams. I am driven by artistic and technical challenges and the opportunity to collaborate with energetic, talented individuals on cutting edge projects. I have been working as an artist since I was a kid (well, since the age of 19) establishing a leadership role with each team that I have had the pleasure to be a part of.
Outside of work I am an extremely lucky husband and proud father of 3 wonderful children and 2 grandchildren. I enjoy staying active, reading, drawing, gaming, cooking & spending time with my family and friends.
Collaborate with Material Artists, Lighters, Tech Artists, Engineers, Designers, Audio and Animation to create breathtaking worlds for PlayStation 5 and PC games. The Last of Us Part 1 released on 09/02/2022.
Tech-art & optimizations for an unannounced project.
Look-dev for an unannounced Virtual Reality experience.
Lead all environment, prop, character and vfx artists; in-house, remote and outsource for Gnomes & Goblins a room scale VR experience created by Jon Favreau and Jake Rowell. Published 09.23.2020
Look-dev and creation of environment models and materials, establish visual standards for the art team.
Collaborate with Designers on world building and layout, final set dress of all game levels in UE4.
Work with Production to determine schedules and delegate assignments.
Identify, recruit and interview candidates across all art disciplines: environment, character, vfx, lighting.
Look-dev and asset creation ramping up for the full production of Gnomes & Goblins, expanding on the art created for the Preview.
Designed, modeled and textured interior environments and props for Gnomes & Goblins. A room scale VR experience for the HTC Vive created by Jon Favreau. Released 09.08.2016.
Formulate the concepts, designs, specifications and production schedule of all art assets including environments, props, characters and GUI; provide direction, critique and training to all art team members; consistently deliver visually cohesive products on schedule.
Identify creative bottlenecks and determine tools and processes to reduce game environment production costs by over 50%.
Evaluate and determine the use of Unity to make our entertainment initiative possible, leading to the release of five new titles within twelve months without engaging the development team.
Continually head-up R&D efforts to improve our graphics features within our proprietary pipeline.
Lead marketing initiatives with the concept and design of all promotional materials ensuring a high quality, consistent identity for our global market.
Major contributor to the integration of the Emotion FX animation system into our pipeline, collaborating with in-house developers and the software authors, Mystic Game Development.
Lead look-dev and collaborate with the development team to implement new rendering features including normal and specular mapping, HDR lighting, tone mapping, light bloom and glare.
Manager and Art Lead for all environments, props, characters, animation, GUI and marketing materials for our first real time 3D PC game The Infamous 18.
Establish the look of environments, characters, animation, GUI and marketing for the PC game ToonGolf.
Collaborate with the engineering team to help determine the spec, establish the art to engine pipeline and build our proprietary real time 3D engine from the ground up.
Spearhead the migration of our studio from a pre-rendered 2D game engine to real time 3D.