Senior 3d Artist with 20 years experience in the video game industry. I've worked as an environment artist, character/creature artist, & vehicle/weapon artist for many different titles. I have 10 years experience using Unreal, building out & lighting full levels, rigging/skinning skeletal meshes, also I'm very familiar with the material & blueprint system.
Shipped titles - Pirates of the Burning Sea, Supreme Commander 2, Guild Wars 2, Pirate 101, Murdered: Soul Suspect, Farlands, Skylanders, Archangel VR, PWND, Archangel: Hellfire, Walking Dead: Saints & Sinners, Ark: Extinction, Larcenauts, Immortals of Aveum, Star Citizen
I'm a Senior Vehicle Artist at Cloud Imperium Games. I helped out with the Tumbril Storm, Origin X1, and Aapoa San'Tok.Yāi. Initial modeling/greybox, POM/detail pass, LODs, animation, UVs, physics and damage modeling
I was the weapon artist for Immortals of Aveum. I created all the blue modular sigils in the game start to finish & blocked out the green/red versions. I also whiteboxed most of the rare sigils & then later integrated them along with all of the gear in the game totems, lashes, rings, bracers, etc.
Hard surface weapons/character artist for the VR multiplayer shooter Larcenauts
Working as a 3d artist on Archangel, and Archangel: Hellfire. Also PWNd & Walking Dead: Saints & Sinners
Working as a 3d Artist helping out with Farlands, Psychonauts: Rhombus of Ruin, and Skylanders
I worked as a 3d Artist for an unannounced project.
Modeled and textured levels, props, and foliage in UDK for the squaresoft game Murdered: Soul Suspect. My duties: Concept, Model, Texture, Collision, LODs, Level Editing
Modeled, textured and lit levels, props, and ships for the online adventure game Pirates 101. My duties: Concept, Model, Texture, Lighting, Collision, LODs, Level Editing
Modeled, textured and lit levels, vehicles, and creatures for various game demos, and created several units and levels for Supreme Commander 2. My duties: Concept, Model, Texture, Lighting, Collision, LODs, Level Editing
Modeled props and terrain textures, placed/painted them using a proprietary map editor. This was for ArenaNet's next upcoming title Guild Wars 2. My duties: Concept, Model, Texture, Collision, LODs.
Responsible for the development of numerous environments for an online adventure game. My duties: Concept, Model, Texture, and Lighting for Props/Environments. Research and Development, and manage interns.
Develop outsourced content for several games, such as Forza Motorsport, and Mojo Master. My duties: Concept, Model, Texture, and Lighting for Props/Environments. Also User Interface, Character Rigging, Graphic Design.