Animation and 3D art has captivated me all of my life, from the earliest flying logos and flip books to immersive storytelling and virtual reality.  I feel fortunate to continue working with fascinating tools and technologies while practicing my crafts and further developing my artistic sense.

While much of my work has been in modeling, texturing, staging, rigging, animation… all the usual skills we perform, often the real challenge is in how it’s implemented.  Few industries change as quickly as ours, from software platforms to techniques to presentation hardware to delivery pipelines.  It is imperative that we remain adaptable and unconventional so we can to continue to innovate.

ABOUT

Key Skills:

  • Rapid creation of quality art assets: real-time and fully rendered models, PBR textures and shaders, characters, in-game effects, rigging, animation, stereo-view, and modular UI elements
  • Tailoring models and assets to match visual styles and efficient platform requirements: lowering drawcalls, retopologizing and refining polycounts, optimizing UVs and shaders, and baking textures and lighting data
  • Professional experience with a wide range of media and production technologies: stereo-view/VR/AR, AAA console and mobile games, educational software, film, broadcast video, and custom studio tools 
  • Managing production pipelines: directing external vendors, organizing schedules, UX design, maintaining clear documentation, and organizing complex asset libraries

Career Highlights:

Visual Concepts, Austin (Take-Two Interractive)

Senior Artist

Modeling, texturing, lighting, rigging, design, white-boxing environments, in-game effects, motion graphics, asset management, and scene optimization for NBA2K franchise (X-Box, PlayStation, PC, Switch).  Maintained familiarity with changing technologies, proprietary game tools, and updated studio procedures.  Occasionally helped prototype additional project concepts and worked to investigate/correct reported issues that impacted gameplay.

  • Worked with team to develop rich and immersive environments while maintaining high frame rate and visual fidelity
  • Further optimized character, environmental, and lighting assets for efficient use on the Nintendo Switch
  • Helped train new team members on use of proprietary software, best practices, and studio requirements for efficient and spectacular artwork

Lexia Learning (Rosetta Stone)

3D Artist | Animator

Modeling, texturing, character animation, character rigging, in-game effects, art pipeline setup, motion graphics, and scene optimization for new game engine.  Collaborated with small team to recreate Flash-based assets as real-time 3D sequences, and defined production pipeline to allow use of modular characters and level geometry while optimizing performance

  • Collaborated with small team to recreate Flash-based art assets as real-time 3D sequences, maintaining existing style while adding depth and fluidity
  • Introduced game industry best practices: optimized atlas textures and color swatches, combining geometry for lower draw calls, significantly reducing polycounts on existing assets and footprint of level architecture, and resulting in both increased framerates and faster download times
  • Defined approach for use of modular characters and level geometry as x-refs, established a home scene hierarchy, and customized assets and approach around evolving engineering direction as well as pedagogical and product design refinements

Imagine Learning

3D Artist | Animator

Modeling, texturing, animation, rigging, concepts, level design, UX design, rendering, in-game VFX, art pipeline maintenance.  Other priorities included organizing asset library, prepping and managing assets and prefabs within Unity3D, streamlining existing models and textures to increase overall efficiency.

Maxis (Electronic Arts)

Outsource Coordination Artist (contract)

Modeling, texturing, animation, rigging, in-game VFX, outsource coordination.  Managed production, delivery, and implementation of assets from external vendors on aggressive schedule.  Provided detailed feedback and reference materials and integrated assets into game.  Other priorities included tracking deliveries, managing schedules, final polish with proprietary tools, and creating LOD variations and alternate states.

Coco Studios

Senior Artist (contract)

Modeling, texturing, in-game VFX, animation, rigging, concepts, level design, UX design, art pipeline maintenance, documentation. Developed game-ready assets and animation in Unity3D for PBSKids online educational titles. Managed small team of artists and directed outsource talent while coordinating schedules.

Backbone Entertainment

3D Artist | Generalist | Lead

Modeling, texturing, animation, rigging, level design, rendering, lighting, in-game VFX, outsource coordinator, art lead.  Built textured props, vehicles, characters, and digital landscapes for multiple game projects.  Other priorities included tracking production, scheduling, and training junior artists.

Toys For Bob (Activision)

Environment Artist | Technical Artist (contract)

Modeling, texturing, animation, rigging, digital landscaping, in-game VFX.  Generated in-game assets and promotional materials for multiple AAA titles.  Created natural and architectural terrain elements, characters, props, and blended assets naturally into game environments.

Lucas Learning (LucasArts, LucasFilm)

Senior Artist | Lead Artist

Modeling, texturing, animation, rigging, in-game VFX, concepts, level design, UX design, rendering, video editing, visual effects. Created detailed articulated models, textures, and pre-rendered sequences from sensitive concept art, assisted LucasArts, ILM, and GLEF with their workloads, managed small teams on multiple projects, and trained junior artists.

Digital Phenomena, Inc.

Senior Artist | Animator | TD | Lead (contract)

CG Mercenary: modeling, texturing, animation, rigging, 3D tracking, rendering, visual effects, video editing, compositing.  Managed small team of artists to create animation and visual effects for film, television, games, and print media. 

Cyberlab 7 / L2 Communications

3D Animator | TD | Team Lead (contract)

Modeling, texturing, animation, rigging, 3D tracking, rendering, visual effects, compositing, practical visual effects, on-set support.  Produced special visual effects and animation for Paramount Pictures feature film projects.  Primary duties focused on realistic character animation, prop replacement, camera tracking, pre-visualization, planning approach for shots, and render-farm management.

Autodesk, Inc.

Animator | Artist

Modeling, texturing, animation, rigging, rendering, visual effects, compositing.  Created animation for video use and showcasing new software features, provided high-resolution print images for international marketing and product representation, assisted software clients to problem-solve software issues in their studios, and providing practical-use feedback to internal product developers.

Dragonwyck Teleproductions

Artist | Animator | Editor

Modeling, texturing, animation, rigging, rendering, visual effects, practical make-up effects, compositing, video editing, camera operation, set production, lighting, stunts, voice acting.  Primarily produced commercial broadcast animation for broadcast video and film, but as a small studio we all wore many hats. Miscellaneous awards received, including recognition at ’92 and ’93 Addy Awards for outstanding animated visual effects. 

Education:

Memphis College of Art

Majored in metal sculpture, illustration, and digital animation.

Indianapolis Art League

Majored in traditional illustration techniques and graphic design.

Software Experience:

Maya, Max, Unity 3D, Unreal Engine, Photoshop, ZBrush, Substance Painter, World Machine, Mudbox, After Effects, Premier, Illustrator, InDesign, BouJou, SynthEyes, Flash, VRay, Mental Ray. Managing production with Perforce, Jira, Tortoise SVN, Shotgun, MS Office, and other tools.  Comfortable in both Windows and OSX environments, working on-site and remotely.  Additional experience with countless plug-ins, renderers, proprietary tools, and studio-specific game engines.  Currently playing with Blender and C++, photogrammetry, and modeling designs tailored for manufacture and 3D printing.

 

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