Resume
OBJECTIVE
To create cutting-edge immersive interactive game experiences, and the beautiful worlds to have them in.
EMPLOYMENT HISTORY:
SANZARU Games, an AR/VR Studio @ META, San Mateo, CA 10/23 - Present
Sr. Environment Artist
Asgard’s Wrath 2 (2023) - Epic Action RPG [Meta Quest 2/3] - Unreal Engine
Sony Interactive Entertainment - PixelOpus/PlayStation, San Mateo, CA 10/16 - 6/23
Sr. Staff Environment Artist
Unannounced/Unreleased Title (current) - [PS5] - Unreal Engine 5
Collaboration with Sony Pictures Animation
Concrete Genie (2019) Third Person Adventure / Painting [PS4] - Unreal Engine 4
Laid-out, Built, dressed, lit, maintained, and optimized all level locations in the game
Collaborated closely with level designers to iterate on level layouts, puzzles, interactions, and staging for narrative requirements.
Artillery Games Inc. Palo Alto, CA 3/14 - 9/16
Art Lead
Guardians of Atlas (2016) Multiplayer Action-RTS [PC/Mac]
Designed and spearheaded development of the entire Art content pipeline and tools development for the Artillery platform, from scratch.
Collaborated with engineering to create a custom 3d map editor - designed around the goals of rapid iteration and expandability.
Established art content authoring guidelines, trained and mentored all new hires on art content creation processes, coordinated a source control pipeline to facilitate low-impact updating of content in a “live game” environment.
Built, dressed, and maintained all game maps (levels) throughout project development - collaborating in designing, assembling, modeling, texturing, lighting, aiding in shader development, and rapid prototyping - in addition to outgame UI and Game Design support.
Delivered on all map art related goals for over 200 external/online game playtests (two unique playtest builds per week, for 2+ years).
Co-managed and hired entire art team.
Dynamighty, San Francisco, CA 4/13 - 3/14
Lead Artist
CounterSpy (2014) Covert Action Sidescroller [PS4/PS3/PSVita/iOS/Android]
Responsible for creating nearly all of the 3d art in the shipping game.
Assisted in designing a streamlined cross-platform pipeline for creating proceduraly populated and assembled game environments using Unity.
Created 120+ unique stylized gameplay spaces, designed to be procedurally assembled on all shipping platforms (assembled, modeled, textured, and lit - spanning 2 unique cold war era location visual styles)
Sanzaru Games Inc. Foster City, CA 1/11 - 3/13
Senior Environment Artist
Sly Cooper: Thieves in Time (2013) Action Platformer [PS3/PSVita]
Responsible for modeling, lighting, level layout and setup, VFX placement, material creation, post-process tuning, breakables creation and implementation, environmental animation, and level collision for Ice Age – Village Hub, England Episode Shoemaker Shop and Tavern levels.
Served as Lead level artist for Ice Age Episode.
Created much of the background art for the game’s pre-rendered cinematic announcement trailer.
LucasArts, San Francisco, CA 5/06 - 1/11
Senior Environment Artist
Unannounced/Unreleased Title (2010) First Person Shooter [PC/PS3/X360]
Served as Lead Environment Artist.
Created key concept artwork (2D/3D) as part of game green-light pitch.
Worked closely with engineers and TDs in creating a new content pipeline for environment art, using Unreal Engine 3.
Star Wars: The Force Unleashed 2 (2010) Jedi Action Brawler [PS3/X360]
Served as Lead Level Artist for Cato Neimoidia level.
Responsible for modeling, texturing, lighting, material creation, post-process tuning, level layout and setup, VFX placement, breakables creation and implementation (DMM and Havok), environmental animation, outsourcing integration, and level collision.
Created an ingame level artslice as proof of concept, showcasing level scope and aesthetic style – defining theme of “aggressive elegance.”
Mentored junior and mid-level environment artists in regards to content creation best practices, level troubleshooting, and artistic feedback.
Worked Closely with engineers and TDs regarding content creation workflow improvements.
Served as the Art discipline point person for all things related to level streaming and sector/portaling
Coordinated daily with Singappore Studio to ensure cross level consistency, training, and troubleshooting for Cato Neimoidia, and Endor (DLC) levels.
Star Wars: The Force Unleashed: Ultimate Sith Edition (2009) Jedi Action Brawler [PS3/X360]
Responsible for modeling, texturing, lighting, material and shader creation, post-process tuning, VFX placement, breakable creation and implementation (DMM and Havok), environmental animation, outsourcing integration, and level collision of Tatooine environment.
Created all Tatooine art for various level regions: cliff edge exterior, palace exterior facade, entry hall, and Boba Fett boss fight hangar.
Indiana Jones and the Staff of Kings (2008) Action Brawler [PS3/X360] - unreleased
Responsible for modeling, texturing, lighting, material and shader creation, post-process tuning, level layout and setup, VFX placement, breakable creation and implementation (DMM and Havok), environmental animation, for various environment level locations: 1939 era San Francisco Chinatown, Mayan Jungle, Istanbul Streets, and Zeppelin.
Created Vehicles and weapons, in addition to many environmental set dressing props throughout the 2.5 year period spent on the project
Sony Computer Entertainment America, Foster City, CA 4/04 - 4/06
Environment Concept Artist/3D Environment Artist 6/04 - 4/06
Unannounced/Unreleased Title (2006) Third Person Action Brawler [PSP] - unreleased
Environment Concept Artist.
Conceptualized and modeled complete game environments.
Modeled and UV’d various game props.
Unannounced/Unreleased Title (2005) Third Person Action Brawler [PS2]
Environment Concept Artist.
Modeled and UV’d various game props.
First Party Game Test Analyst 4/04 - 6/04
Ratchet and Clank: Up Your Arsenal (2004) [PS2]
SOFTWARE EXPERIENCE
Unreal 5/4, Unity, Maya, Zbrush, Mudbox, Substance Painter, Substance Designer, Photoshop, Illustrator, Zeno (Lucasfilm Ltd. proprietary software), Alias Sketchbook Pro, Marmoset Toolbag, Git, Perforce, SVN.
PROVEN ABILITIES
Conceptualized, modeled, textured, and lit immersive game environments for PC, Mac, PS4, PS3, Xbox 360, PSVita, PS2 and PSP platforms.
Expanded skills as a concept artist by learning a 3D software package.
Strong comprehension of story, mood, lighting, and composition.
Excellent understanding of architectural structure and logic.
Works closely with designers, integrating the gameplay vision with the highest quality art aesthetics.
Excellent collaboration and communication skills with co-workers, peers, and staff.
Adapts to meet project deadlines.
Open-minded to new and creative ideas.
Ambitious and determined to meet both personal and professional goals.
Constant thirst for knowledge and new skills.
Balanced time with priorities to complete tasks efficiently and promptly, at the highest level of quality.
EDUCATION
Academy of Art College, San Francisco, CA 12/03
BFA Illustration/2D Animation