OBJECTIVE
To secure a position in an environment where my technical, artistic and management skills and long industry experience will benefit my employer, while offering me the opportunity for personal and professional growth.
QUALIFICATIONS
I am an experienced, self-motivated and well-rounded individual with a strong work ethic, excellent problem-solving abilities and great attention to detail. I have strong technical and traditional art skills and I am proficient in most modern game development tools. I am capable of driving a large team of artists to achieve a high level of visual quality, balanced with the need to meet strict, technical requirements, on schedule. I can work with a wide array of developers as I have a range of experience across multiple disciplines. I am friendly, approachable and can communicate well with others.
I have attended SIGGRAPH for the last 4 years and have a good understanding of the trends and up and coming technologies in the real-time graphics field.
WORK EXPERIENCE
I am an experienced, self-motivated and well-rounded individual with a strong work ethic, excellent problem-solving abilities and great attention to detail. I have strong technical and traditional art skills and I am proficient in most modern game development tools. I am capable of driving a large team of artists to achieve a high level of visual quality, balanced with the need to meet strict, technical requirements, on schedule. I can work with a wide array of developers as I have a range of experience across multiple disciplines. I am friendly, approachable and can communicate well with others.
I have attended SIGGRAPH for the last 4 years and have a good understanding of the trends and up and coming technologies in the real-time graphics field.
I am good with HLSL, decent with Python, and novice with C++. Tooling, PyMel and PS scripting are my current areas of personal growth.
I am bilingual in English and Spanish.WORK EXPERIENCE
Sep 2013 to Present Wargaming Seattle | Redmond, WA
Lead Technical Artist – Unannounced Project
As the Lead Technical Artist, I lead a small group of technical artists as part of the engineering department. I am one of the primary drivers on engine & graphics improvements as they relate to the content teams. In addition, I also handle many of the day to day technical art duties, as well as a large part of the communication between art and engineering.
In particular, some of my primary focuses have been upgrading the game engine to Physically Based Rendering (physically based shading & lighting, photometric units and metering, HDRI light probes & cubemaps, etc.) as well as helping define the next generation pipelines, workflows and best practices needed for current AAA projects. This includes researching and developing the studio’s photogrammetry, 3d scanning and material acquisition workflows & techniques. I am also the primary in-house HLSL shader developer.
Mar 2013 to Sep 2013 Turn 10 Studios, Microsoft (Aquent) | Redmond, WA
Track Artist – Forza Motorsport 5 (Xbox One)
- Modeled and textured assets for the “Le Mans” track
- Was promoted to Track Lead for the “Silverstone” track. I primarily worked with an outsourcing company to ensure quality and timely delivery, as well as performance and final polish.
Jan 2009 to Aug 2012 Warner Bros. Games | Kirkland, WA
Staff Artist, World|Lighting – Guardians of Middle Earth (XBLA, PSN)
- Created compelling and cutting edge lighting solutions that conformed to strict performance and memory budgets. Created passive environmental effects such as fogs, volumetric lights and sprite based lighting effects. Also performed final polish on environment art, textures and environmental effects.
- Worked closely with the Art Director, department leads and technical staff to develop and implement the look of the game through advanced lighting and post processing techniques. Provided feedback and suggestions in the continued development of next generation tools, pipelines and workflows.
Lead Artist, World – Lord of the Rings: War in the North (Xbox360, PS3, PC)
- Managed a team of 17 artists in the creation of high quality, AAA environments.
- Collaborated closely with the Art Director and Technical Art Director to define the style, best practices and workflows for the team. Worked closely with the engineering staff to develop the tools and pipelines of WB Games’ next generation game engine.
- Primary driver for defining and maintaining artistic standards and technical requirements. Provided art direction, feedback and mentorship to the art team. Participated in the hiring of Artists, Art Director and Art Development Director.
- Contributed art assets, especially terrain blocking, sky domes, modeling, shader and texture creation, level assembly and optimization. Extensive experience in the creation of complex & optimized shaders in a node based editor.
- Principal Lighting Artist for all environments and in-game cinematics.
Nov 2000 to Jan 2009 Snowblind Studios | Bothell, WA
Lead Artist, Environment – New IP (Xbox360, PS3, PC)
- Managed a team of 6 artists in the creation of high quality environments for a new IP.
- Worked closely with the Art Director to define the look of the game and develop best practices and workflows for the environment team. Worked closely with the engineering staff in the development of Snowblind Studios’ next generation game engine.
- Primary driver for defining and maintaining artistic standards and technical requirements. Provided art direction, feedback and mentorship to the team.
- Contributed art assets, including scene blocking and modeling, shader and texture creation, level assembly and optimization. Extensive experience in the creation of complex, optimized shaders in a node based editor.
- Principal lighting artist in collaboration with the Art Director.
Senior Artist - Death Tank (XBLA)
- Generated game assets, special effects and UI elements. Polished title to a bug free and shipping state.
- Generated marketing assets for web, advertising and the Xbox LIVE dashboard.
Senior Animator - Justice League Heroes (Xbox, PS2, PSP)
- Worked closely with the gameplay team to design and implement the animation system.
- Rigged and animated approximately half of all characters in the game. Modeled and textured game assets, props and ambient creatures.
- Provided technical art direction and quality control for other animators and environment artists on the project.
Animator - Champions: Return to Arms (PS2)
- Modeled, rigged and animated player characters, non-player characters and enemies. Modeled and textured complete environments and all necessary static and animated props.
- Provided limited technical art direction.
Artist, Environment - Champions of Norrath: Realms of Everquest (PS2), Baldur’s Gate: Dark Alliance (Xbox, PS2)
- Modeled and textured complete environments and all necessary static and animated props.
- Modeled, rigged and animated non-player characters, enemies and ambient creatures.
Aug 1997 to Nov 2000 Nanotainment | Lynwood, WA
Artist - Dark Matter (PC), Fly Hunter (PC)
- Involved in all parts of the game development process including pitch, design, creation and implementation of game concepts, story, environments and props, as well as modeling, texturing and animation.
- Worked closely with the engineering staff to design and implement tools, workflows and best practices.
- Generated assets for print, web advertising and product packaging.
References available upon request.