Over 8 years professional experience in the games industry developing AAA titles for the Gamecube, PS2, Xbox, Xbox360, PS3 and Wii. Skill set includes leadership, conceptualization, pipeline development, prototyping, design, and top quality art asset creation. Background in classical animation provides a working knowledge of motion, anatomy, storyboarding, colour theory and traditional film making.
Skills:
• 3DS Max and Maya - fluent in modeling, texturing, and lighting
• Adobe Photoshop CS - texture creation, digital painting
• Zbrush - high poly digital sculpture and asset creation
• Unreal Engine 3 - familiar with tools and asset creation using this next-gen engine
• Deep UV - creation and modification of UV mapping
• Autodesk Lightscape - radiosity and global illumination
• Adobe Premiere - construction and editing of cinematics
• Alienbrain - asset management
• DevTrack - bug logging and management
• Perforce - version control management
• Common Tools - Word, Excel, etc.
Experience:
Sony Computer Entertainment America - Santa Monica, CA (Dec. 2007 – present)
Senior Environment Artist (Dec. 2007 – present)
- As Senior Environment Artist, responsible for creating exceptional quality environment art through modeling, texturing, lighting, special effect implementation, as well as other technical requirements.
Neversoft - Woodland Hills, CA (Jan. 2005 – Dec. 2007)
Environment Level Lead (Nov. 2005 – Dec. 2007)
- As level lead, responsible for testing and implementing new techniques before passing on work flow knowledge to team members
- Creative and technical resource for the team, assisting in problem solving and mentoring junior artists
- Traveled to different locations with level designers to gather reference used for design inspiration and asset creation
- Finalized the look of the level by refining and creating additional geometry, texturing, lighting, “time-of-day” and weather map effects
Silicon Knights - St. Catharines, ON, Canada (Feb. 2001 – Nov. 2004)
Assistant Lead of Environment Dept. (Mar. 2004 – Nov. 2004)
- As Assistant Lead, analyzed new engine techniques and helped the team better understand the technology involved to create high quality assets using an efficient,productive work flow
- Built, textured, and lit numerous environments and vehicles
- Contributed numerous concept designs during pre-production
- Created assets using next generation techniques including high poly modeling, render mesh modeling, normal mapping and ambient occlusion
- Helped in the scheduling of other artist on the environment team
- Directed in-game cinematic sequences as well as FMV cinematic sequences
- Created special effects using in-game assets and different plug-in particle effects
Currently Working On:
God of War III - PS3 (Sony Computer Entertainment America - TBD)
Titles Worked On:
Tony Hawk's Proving Ground - XBOX360/PS3/Wii (Neversoft/Activison, 2007)
Tony Hawk's Project 8 - XBOX360/PS3 (Neversoft/Activison, 2006)
Gun - PS2/XBOX/Gamecube/XBOX360 (Neversoft/Activison, 2005)
Tony Hawk's American Wasteland - PS2/XBOX/Gamecube/XBOX360 (Neversoft/Activison, 2005)
Too Human - XBOX360 (Silicon Knights/Microsoft, 2008?)
Metal Gear Solid: Twin Snakes - Gamecube (Silicon Knights/Konami, 2004)
Eternal Darkness - Gamecube (Silicon Knights/Nintendo, 2002)
Education:
Classical Animation diploma from Sheridan College, April 2000
Intrests and Hobbies:
I am a huge music, film and videogame fan that has more CDs, VHSs, laserdiscs, DVDs and videogames than I want to admit. Like most Canadians, I love hockey and still occasionally say ‘eh?’. I believe in keeping up my drawing skills and regularly go to life drawing in my spare time. I am very interested in different culture’s customs, art and food and have traveled to Australia, Indonesia, Borneo, Thailand, Cambodia, India, Nepal and Japan, drawing and painting along the way.