I'm a senior artist in the entertainment industry, currently focused on AAA game development for consoles, PCs, and Virtual Reality (i.e. Oculus Rift, etc.)
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, and composition for games and real time productions. I also provide consulting for companies needing help with their pipeline, training, and production needs, specifically with real time rendering technology like Unreal Engine 4 and Unity.
I am proficient in the following areas:
- art direction (project planning, style guides, art bibles, etc.)
- leading art teams
- training and mentoring
- pre-rendered CG pipelines
- realtime and games pipelines (optimization, best practices, technical art, performance profiling, etc.)
- VR development
- art composition
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.