I'm a lead artist in the games industry, currently focused on realtime development for various industries spanning AAA games, film, visualization, and VR location based entertainment.
I have over a decade of experience working in the computer graphics industry. Before working in the AAA games industry, I worked in 3D visualization and advertising. I have experience working in different areas of the art pipeline, including modeling, texturing, rigging, animation, lighting, rendering, and visual effects.
I specialize in visual development, lighting, rendering pipelines, and optimization for anything running in a realtime engine. Although I've worked with lots of proprietary realtime engines in my career, I work heavily with Unreal Engine 4, having used it since 2012, and Unreal Tech in general since about 2002.
Some of my areas of proficiency and experience include:
- art direction (project planning, style guides, art bibles, etc.)
- managing art teams
- training and mentoring
- pre-rendered CG pipelines
- realtime and game pipelines (optimization, best practices, technical art, performance profiling, etc.)
- VR development/location based intertainment
- art composition
I co-founded GoDemics, a realtime development company, specializing in lighting, rendering, and technical art for the realtime graphics industry. We specialize in development with Unreal Engine technology. As co-founder, I handle critical roles in both biz dev and production for our various clients' projects. I manage a team of developers and am in charge of project planning for products in the film, visualization, AAA games, and VR/location based entertainment industries.
On the production side, I'm in charge of developing and setting up new pipelines, documentation, training, and consulting. In terms of biz dev, I meet with clients, work out deals and contracts, secure new projects, and work with partners on various endeavors.
Art production for console (PS4/XBox One), PC, and VR video games. Besides typical environment art duties, I also help lead efforts in visual development, lighting and finishing art, as well as pre-production. I leverage my Unreal Technology expertise to help setup pipelines and best practices with Unreal Engine 4, as well as train and mentor artists on my team. I perform a lot of R&D and research into new techniques, technical solutions, pipeline improvements, and software- which I then turn around and share with the studio, creating tutorials and writing up confluence pages.
Art production for console (PS3/XBox 360) and PC games. Worked with a talented team of artists to create game environments. Typical duties involved modeling, texturing, sculpting, and optimization.
I also worked as an FX artist creating in-game FX, custom shaders, volumetric lighting, etc. Also worked on the intro cinematics to the game. I created a custom pipeline between Unreal Engine 3, Maya, mental ray, and After Effects to create cinematics for games.
Also had the opportunity to head up VFX for next gen projects as one of the first studios using Unreal Engine 4 technology. Primarily using Maya and After Effects to create VFX for UE4, etc.
Training and consulting business centered around creation of cutting edge training products and services for the computer graphics industry. Besides being a founder, I managed business development and handled strategic relationships with vendors and partners, such as Avid and Autodesk.
Worked as an instructor, teaching classes on media and entertainment software, such as Adobe Photoshop, Autodesk Maya, and Adobe Premiere Pro. Responsibilities included planning and creating teaching materials, presentations, and mentoring students.
Worked on projects that involved creating digital 3D versions of real world objects. Assets were designed for real time rendering, requiring optimal modeling and texturing. Objects required geometric accuracy and scale compared to real life counterparts.
My responsibilities included modeling, texturing, rigging, and animation of assets. I also managed of team of artists, for which I was responsible to make sure production was completed at a high level of quality and on time. Responsibilities included art management, scheduling, and project planning.
Production of photorealistic visualizations depicting aircraft, jet propulsion systems, engines, etc.
I was responsible for the creation of CG projects that had to adhere to high rendering standards of photorealism.
Responsibilities included modeling, texturing, rigging, animation, shaders, visual effects, lighting, rendering, and video production. I was also responsible for project management, scheduling, and project planning.
Art production for commercials, advertising, and visualizations. Primary responsibilities involved character animation, modeling, texturing, shader work, lighting, and rendering. The majority of projects revolved around the presentation of real products, depicted in CG- which required a very high level of photorealistic rendering quality.
I was a Lead 3D Artist working for a subcontractor creating 3D models of real world buildings and landmarks from all over the world for use in Navteq GPS devices. Responsibilities included modeling, texturing, animation, lighting, and rendering. I also handled creation of photorealistic visualizations and promotional CG animations.
As lead my responsibilities included managing and mentoring a team of artists, both onsite and remote. I also worked to improve our pipeline and setup best practices. Also responsible for time management and helping screen new hires and candidates.