Working closely with design to make awe-inspiring worlds
Maya
Ddo
Softimage/XSI
Photoshop
Unity
Z-Brush
Crazy Bump
Unreal Engine
World Machine
Geomerics Enlighten
Substance Designer
Highwire Games February 2018 - Present
Hidden Path Entertainment February 2016 -2018
5th Cell Media March 2014 - February 2016
Airtight Games October 2005 – March 2014
Six Days in Fallujah February 2018 – Present
Highwire Games
Lead Environment Artist
Access Code July 2016 – March 2017 Google Daydream
Hided Path Entertainment
Senior Environment Artist
*Developed art pipeline
*Drove art style of the game
*Worked with programmers to deliver features and tools to the art team
Unannounced Title April 2015 – February 2016 PC
5Th Cell Media
Senior II Environment Artist
*Helping drive art style and direction of game
*working with programmers to deliver new features for the engine
Unannounced Title March 2014 – April 2015 PS4, Xbox One, PC
5Th Cell Media
Senior Environment Artist
*Drove art style of vertical slice
*White boxed and finished final boss fight area of vertical slice
*Worked with programmers to deliver features and tools to the art team
Soul Fjord January 2013 – Present Unity OUYA
Airtight Games
Environment Lead/Designer
*Created random level generation system
*Created tools to improve quality of assets and improve efficiency
*Worked closely with programmers to prototype gameplay
*Created detailed 2D and 3D assets
Derp Bike November 2012 – January 2013 Unity iOS
Airtight Games
Artist/Designer
Unannounced Title June 2012 – October 2012 Unreal3 XBOX 360
Environment Lead/Designer
Quantum Conundrum DLC April 2012 – June 2012 Unreal3 XBOX 360,PS3,PC
Airtight Games
Environment Lead/Designer
*Worked with design to create a background story without dialog
*Managed performance
*Designed two shipping levels
Quantum Conundrum May 2010 – June 2012 Unreal3 XBOX 360,PS3,PC
Airtight Games
Environment Lead/Designer
*Created and finished the modular system that was used to make most of the game
*Created detailed assets for each of the dimensions
*Created the three unique maps for QC, the Foyer, Hub and End of game
-Created custom assets for each of these areas
-Scripted sequences for each of these scenes
-Managed complex lighting for each of these maps
*Managed the environment team and all assets going into the game
*Worked closely with programmers to prototype gameplay
*Designed several shipping levels
*Worked closely with programmers to create tools that would improve efficiency of the content team
*Managed Performance
Unannounced Kinect Title September 2009 – May 2010 Unreal3 XBOX 360
Airtight Games
Environment Lead/Designer/Outsource Manager
*Worked closely with programmers to prototype gameplay
*Created level block-in’s
*Created final art
*Art passed and polished the level
*Managed performance
*Managed outsourced art assets
Dark Void Survivor Missions July 2009 – September 2009 Unreal3 XBOX 360,PS3,PC
Airtight Games
Environment Artist/Designer
*Took the ‘Flight Map’ from design to shipping state
*Worked with other designers to make a new gameplay mode
*Managed Performance
Dark Void October 2005 – July 2009 Unreal3 XBOX 360,PS3,PC
Airtight Games
Environment Artist/Designer
*Created modular art assets
*Worked closely with designers to block in levels
*Lit levels
*Art passed levels
Skills and Abilities
Creating Modular Environments
Creating Detailed Assets
Blocking-in and Polishing Levels
Strong Understanding of Lighting and Composition
Strong Understanding of Design
Strong Communication Skills
Performance Management
Exceptional Time Management
Education October 2003 – November 2004
Vancouver Film School
Modeling Texturing Lighting Rigging and Animating