Summary

Almost 20 years deep in the field of game development. Specializing in character art for most of that time, both 2d and 3d.

Skills

  • Art Direction
  • Concept Art
  • Illustration
  • Character Modeling
  • Texturing
  • Software Proficiency

    Maya
    Maya
    3D-Coat
    3D-Coat
    ZBrush
    ZBrush
    Photoshop
    Photoshop
    Keyshot
    Keyshot
    SketchBook Pro
    SketchBook Pro
    3ds Max
    3ds Max
    Unity
    Unity
    Substance Painter
    Substance Painter
    Mudbox
    Mudbox
    NDO
    NDO

    Productions

    Experience

    Character Artist

    Sony
    April 2016 - Present | San Mateo, United States of America

    Working in the R&D department on some very cool undisclosed stuff.

    Senior Concept Artist

    Ignited Artists
    March 2015 - October 2015 7 months | San Francisco, United States of America

    Concepted characters for an unannounced mobile title designed to run on lower end mobile specs.

    Created splash art.

    Wrote best practices and technical requirements documentation for character art production.

    Created model sheets for outsourcers.

    Lead Character Artist, Lead Artist

    Kixeye
    July 2012 - February 2015 2 years 7 months | San Francisco, United States of America

    Lead Character Artist - Tome:Immortal Arena

    Revamped the creation of all character assets on Tome: Immortal Arena to help unify the look of the characters and help them read better from an isometric camera.

    Introduced hand painted texturing techniques that still worked well with more modern shader pipelines in Unity. Struck a good balance between the two.

    Working with my Creative Director and Art Director, I provided art direction on character concepts and in-game character assets, as well as produced character concepts and in-game art.

    Facilitated team communication with the Principle Graphics Engineer to implement shader improvements that were efficient, including developing cheap ways to create new looks for existing skins.

    Created best practices and guideline documentation for the character team.

    Worked with project management to structure and execute on sprint roadmaps.

    Lead Artist - Cancelled Browser Based RTS

    Responsible for the production of all art assets, including environment and characters.

    Under the Senior Art Director, I provided art direction, concepts, low poly models, and texturing.

    Worked with graphics engineer and techart lead to implement an art pipeline within Unity.

    Mentored Junior Artists.

    Worked with outsourcers for the production of environment assets, which involved creating proper documentation for them to follow in order to facilitate keeping assets clean and consistent, and at the highest possible quality without too much rework.

    Provided solutions to game design for visualizing technology upgrades on the characters and buildings.

    Worked with project management to structure and execute on sprint roadmaps.

    Senior Character Artist

    Blizzard Entertainment
    August 2006 - February 2012 5 years 6 months | Irvine, United States of America

    I worked at Blizzard Irvine on Diablo 3 as a Senior Character Artist.

    Concepting, modeling, and texturing were my main duties, with an emphasis on modeling and texturing.

    Led development of the character pipeline and methodologies when the project was in its infancy at Blizzard North.

    Localization of character assets.

    Character Artist

    Factor 5
    January 2005 - January 2006 1 year | San Rafael , United States of America

    Modeled and textured various characters and creatures for the Sony PS3 game Lair. I worked alongside some of the most talented artists in the industry.

    Artist, Lead Character Artist

    Blizzard North
    December 1998 - August 2005 6 years 8 months | San Mateo, United States of America

    Concept art, modeling, texturing, rigging, animation and of character assets and weapons. Oversaw character asset production.