I began my career in 2010 as a QA tester at Microsoft Game Studios working on Alan Wake and Gears of War 3 until I got my first break as an artist at Griptonite Games. Over the years I have worked as a 3D artist on multiple mobile games, a Marketing Artist on Minecraft and as an Art Director on a PC game called Blankos.
Currently I am working with a small but fiercely talented team at Super Studios creating a new game titled Masters of Mayhem.
I enjoy creating stylized art and I particularly enjoy managing outsourced art assets to help other artists improve their work to create a polished final look for the game.
Masters of Mayhem | PC
Core focus: Create multiple environments with UGC in mind using modular assets for efficient world building
Reimagined the main player Lobby and turned it into a nostalgic Arcade with games, skeeball and even a ball pit for players to run around in while queuing for their next game
Tag teamed with another 3D Artist to concept and create a snowy Arctic level where players find their spaceship has crash landed at a deserted arctic research facility with a mysterious creature hidden inside and encased in ice
Created many props for the mini-game tasks players must complete to win the game and avoid being killed by the Impostor
Helped light the scene in Unreal Engine and focused on emissive properties to help direct players from room to room
Blankos Block Party | PC
Core focus: Sole owner of the Blanko character pipeline working with internal and external artists and brands to bring players the newest character skins to play in game.
Created and executed on a plan to create an entire years - worth of Party Pass seasonal content in a span of 6 months which included 18 themed characters, 36 character accessories and multiple environment props, textures, FX and animations.
Main point of contact for outsource management, providing initial theme and mood boards as well as providing continuous feedback and paint-overs to bring all 3d content to life, including final polish pass and setting up prefabs in Unity for use in game.
Created and iterated on 3d rendered concepts for Biz Dev on potential brand & artist collaborations including: Burberry, Deadmau5, Atari, The Marathon Clothing Company, TOHO (Godzilla), YG Ent, and multiple well known vinyl toy artists.
Hand painted hundreds of Character textures from internal concepts and also edited many others from external partners to meet our quality bar, then implemented them in game along with accessories.
Helped create and define how the “mash up” feature works in game, from initial PSD setup to using internal tools to determine the outcome of combining one character design with another to create a whole new design.
Pivoted from PC to Mobile and continued my role as Art Director for a brand new game using the same Blankos IP, updating the art style for a mobile audience and continuing to work with outsourced art assets.
Minecraft | PC | Xbox
Core focus: create promotional images for the Minecraft marketplace and for marketing at Xbox Game Studios
Create polished marketing images, key art, storyboards and assist in developing trailers for upcoming releases
Assist core art team with modeling, textures and animations
Paradise Bay | iOS | Android
Core focus: created consistent stylized art for a massive resource management game which generated over $100M in lifetime gross bookings
Created all art assets for post launch feature “Build your own ship” which generated over $1M in revenue in its first year
Streamlined process to make multiple ships, using same geometry and only altering vertex color, resulting in quicker development and less memory footprint
Created islands, pet habitats, ships and decorations
Coordinated outsourcing of content to third party; developed art style guide, provided feedback and managed iterations
Rise of Tyrants (Unreleased)
Core focus: created all buildings and weapons for the main player land based off concept art and of my own design
Responsible for modeling every building with the goal of retaining a consistent stylized look throughout the game
Designed and implemented a guide for tech art to automate lightmaps for buildings
Worked with Design to build new campaign levels and developed “Candy Crush” inspired Saga Maps for story missions
MetalStorm: ACES | iOS | Android
Core focus: modeled and textured multiple aircraft for promotional sales post-launch for ACES as part of the Live team
Modeled aircraft using real world blueprints and specs
Created detailed textures with real world paneling and decals
Generated 2d and 3d art for App Store features, in game promotional banners and icons
Gears & Guts | iOS | Android
Modeled the “Harbor” level with both day and night lighting
Used combination of hand painting and photo-sourced images to create textures
Polished outsourced vehicles and weapons
Created new vehicles with diffuse/normal/spec maps
Shinobi 3DS | Nintendo 3DS
Penguins of Madagascar | Xbox | Playstation
Created a variety of environments and props for Shinobi
Hand painted tileable textures
Helped establish overall look of the game with Lead Artist
Created multiple destructible props for Penguins of Madagascar for the Xbox Kinect
Gears of War 3 | Xbox
Worked with MGS & Epic team members to solve game breaking bugs and provided feedback to improve experience of online play
Communicated with other MGS testers and EPIC Games developers through Seapine Software's TestTrack Pro bug database
Logged 300+ bugs in TestTrack pro
Additional titles tested include Alan Wake, Crackdown 2 and Kinect Adventures