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I believe that games should push
the limits of creativity, and I have the ability to generate & drive
innovative ideas, mechanics & concepts. I am adept at developing
cross-collaboration between art, design, programming and management teams,
and I enjoy taking a project from initial documentation through
testing…and having fun in the process!
RELEVANT
SKILLS
Management-related:
- Diverse Art Director, Designer, Producer, Team Lead
- Experienced manager of international and outsource teams
- Skilled at remote management and understanding of multicultural business relationships
- Full-faceted project development; R&D to completion
Design-related:
- Accomplished developer of original IP, stories, characters, demos/walkthroughs
- Experience working with licensed IP’s and balancing the relationship between developer & licensing agent
- Adept with mechanics development; limit definitions, player mechanics, asset breakdown, tuning/polishing
- Skilled authoring for game- and level-flow, level layouts, scenario building, visual story telling
Art-related:
- Expert environment & character development
- High-quality concept sketching & painting
- Modeling know-how; characters, environments, props (Low & High Polygon)
- Savvy texturing skills, including hand painted, photo-manipulation and normal mapping
- Professional painting and illustration; Published in print and on the Web
- Graphic Design for corporate identity, logo and type development, UI
- Story boards and basic animation
HISTORY
Art
Director, Art Manager
Realtime Worlds 2008 - Present
Studio Art Director, Outsource Manager
Zombie Studios 2007 - 2008
Art Director, Producer, Lead Designer
FXLabs, India 2005 - 2007
Lead Artist
Surreal
Software
2003 – 2005
Art Director, Game & Toy Designer
Lost Island
Workshop
2002 – 2005
Level, Vehicle, and Character modeler
Papaya
Studio
2001 – 2002
Art Director & Game Designer
Nonstop
Entertainment
1998 – 2001
Character Artist
Cavedog
Entertainment
1997 – 1998
Lead Artist & Game Designer
Electronic
Arts
1995 – 1997
Lead Background Artist & Game Designer
Squaresoft
1993 – 1995
Tester/Tech-support
Humongous
Entertainment
1992 – 1993
TOOLS
- Maya
- 3D Studio MAX & Character Studio
- Soft Image
- Mudbox
- Zbrush
- Painter
- Painter 3-D
- Photoshop
- Dreamweaver
- Riot Game Engine (Surreal Software)
- Unreal 2.5 - 3.0
- Torque Advanced
- Word
- Excel
- PageMaker
- Many more, including in house editors that I helped design.
ELECTRONIC GAME
CREDITS
Art
Director
- APB:All Points Bulletin (PC)
- Inferno (PC)
- Real Sandstorm 3D Screensaver (PC)
- Real Snow Globes 3D Screensaver (PC)
- Real Nails 3D Screensaver (PC)
- Windows XP Plus Pack Screensaver (PC)
- Road Wage (PC)
- The Labyrinth (PC)
- The Labyrinth 2 (PC)
- Surreal FX (PC)
Art Manager
- APB:All Points Bulletin (PC)
Producer
- Inferno (PC)
- Archie’s Riverdale Run (TBA)
Lead
Designer
- Inferno (PC)
- Archie’s Riverdale Run (TBA)
Lead
Artist
- The Suffering: Ties That Bind (PS2, XBOX, PC)
- The Suffering (PS2, XBOX, PC)
- Need For Speed 2 SE (PC)
- Secret of Evermore (SNES)
Artist
- Whirl Tour (PS2 & Game Cube)
- Need For Speed 2 (PSX)
Designer
- Road Wage (PC)
- Secret of Evermore (SNES)
Lead
Tester
- Fatty Bear’s Fun Pack (PC)
- Putt Putt’s Fun Pack (PC)
- Putt Putt goes to the moon (PC)
Tester
- Freddi Fish, And the case of the missing kelp seeds (PC)
- Fatty Bear’s Birthday Surprise (PC)
- Putt Putt Joins the Parade (PC & 3DO)
EDUCATION &
AWARDS
- Art Institute of Seattle: Associate of Applied Arts in Visual Communications
- University of Alaska, Anchorage: Illustration, 2 years
- Award of Excellence: Electronic Arts Canada , 1996/1997
- Certified Scrum
Master