Character concept and production artist. I specialize in character/creature creation and character/creature design, both 3D and 2D. I've had a hand in almost all aspects of game art/realtime 3D production at one point or another in my career. My experience has given me a broad view of the art production pipeline and how the various disciplines can come together to make a highly polished product.
Character designer/concept modeler for Google Pixel’s Childish Gambino AR Playmoji, which was also used in Google Pixel’s advertising campaign during the 2019 Grammy’s. The ad campaign was a recipient of a Bronze Cannes Lion Award in the Digital Craft Motion Graphics Design and Animation category. In addition to design, I finalized textures and materials for the AR model that shipped for the Pixel phone.
· Worked with an internal art production team on a variety of projects (some shipped, some not) in the VR/AR space. Primarily responsible for creating character/organic 3D assets in a wide range of styles.
· Worked with outsourcing vendors to ensure visual consistency while staying within technical constraints.
· Created concept art, storyboards, and mockups when needed.
Working in the R&D department on some very cool undisclosed stuff.
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 - 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.
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.
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.
Concept art, modeling, texturing, rigging, animation and of character assets and weapons. Oversaw character asset production.