QUALIFICATIONS

  • 20+ years industry experience in deadline driven, production environments.

  • Experience directly managing large and small teams of artists and designers.

  • Long history of mentoring junior artists and interns.

  • Extensive knowledge of critical 3D and 2D software, with a keen ability to learn new and custom tools very quickly.

  • Specialized in creating terrain and natural environments.

  • Strong skillset across other disciplines such as: lighting, material authoring, procedural content creation, and texturing.

  • Wealth of experience collaborating with engineers to develop custom tools and specialty shaders.

  • Able to work independently to complete tasks on schedule with minimum oversight or direction.

  • Highly adept at working within technical limitations while maintaining visual quality.

  • Calm and reliable.

WORK EXPERIENCE

Warner Brothers Games (2021 - Present)

Senior Environment Artist (Unannounced Project)

  • Pre-production pipeline and workflow design for multiple art departments. Heavy focus on tooling and presets in Substance Painter/Designer to remove any friction from the artist’s iteration time.

  • Material creation in Unreal Engine for the environment art, character art, and other art departments. Focused on high fidelity and cross-platform functionality.

  • Coordinating with engineering teams early and often during pre-production window to identify performance targets and rendering features supported across multiple platforms.

  • Custom blueprints created to facilitate fast iteration for both level design and environment art. Heavy focus on procedural content creation within Unreal.

Intrepid Game Studios (2018 - 2021)

Senior Environment Artist (Ashes of Creation)

  • Took over ownership of lighting and terrain, pushing the game to a higher quality standard.

  • Created custom specialized tools and shaders for oceans, lakes, skies, and foliage.

  • Created many specialized blueprints to facilitate art production. Tools to assist tasks such as procedural placement tools for buildings, repetitively placed decor such as fences, and utility assets like invisible walls.

  • Responsible for pre-production research, planning, and strategy for creating large open worlds using Houdini and Unreal.

Daybreak Game Company (2015-2018)

Lead Environment Artist (H1Z1)

  • Managed team of 10 artists and designers to deliver 100 square kilometer game world.

  • Regularly worked with department heads to identify priorities and find nimble solutions to problems.

  • Managed outsourcing of over 100 3D assets. This included daily reviews, quality control, and scheduling deliverable dates with outsourcing studios.

  • Helped drive adoption of Substance Designer and Painter into our artist’s workflows.

  • Pairing up with an engineer, I led the refactor of the modular player housing system.

Sony Online Entertainment (2007-2015)

Lead Environment Artist (Planetside 2)

  • Principal artist solely in charge of all terrain, lighting, and weather.

  • Lead team of 4 - 6 environment artists on creating 3D assets, world decoration, and POI design.

  • Managed outsourcing of 3D assets and concepts.

  • Worked closely with producers to manage and keep schedules up to date with realistic and achievable goals.

Lead Environment Artist (Everquest Next Prototype)

  • Managed team of 2 artists to explore and establish quality standards and style during pre-production.

  • Drove adoption of Zbrush and high-poly sculpting workflows into the standard art pipeline.

  • Created new asset pipeline in cooperation with Technical Lead.

Senior Artist / Lead Environment Artist (Freerealms)

  • Worked closely with programmers and Art Director on highly technical features such as water shaders, waterfall shaders, and lighting systems.

  • Responsible for large amounts of terrain work including heightfields, texturing, asset placement/staging, lighting, etc.

  • Lead Environment Artist for last 8 months on the project. During which we shipped new content such as player housing, and a complete new zone.

PAST WORK

Sigil Games Online (2004-2007)

  • Senior Artist (Vanguard Saga of Heroes)

Sony Online Entertainment (2000-2004)

  • Artist (Star Wars Galaxies)

BlueSky Software (1997-2000)

  • 3D/2D Artist (Superman, Relativity)