Resume

OBJECTIVE

To create cutting-edge immersive interactive game experiences, and the beautiful worlds to have them in.

EMPLOYMENT HISTORY:

 

Sony Interactive Entertainment America - PlayStation, San Mateo, CA  10/16 - Present

Sr. Staff Environment Artist

Concrete Genie [PS4]

 

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 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