Resume
OBJECTIVE - A talented and ambitious artist seeking meaningful employment with challenging opportunities for continued career growth and responsibilities
PROFESSIONAL EXPERIENCE -
Senior Character Artist, HYP Games, Orlando, Florida, June 2021 – present
NBA All World
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Created accurate representations of NBA players based on photo reference. Normal map baking from high poly models onto low poly retopologized versions. Texture creation using ZBrush, Photoshop and Substance Painter
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Instructed other artists about proper art pipeline workflow
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Blendshape creation, rigging, skin weighting, and importing mocap data onto character rigs for export to Unity Game Engine
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Worked closely with producers to address any NBA or publisher feedback. Coordinated with other character artists to address feedback and publisher requests
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Responsible for creating and managing NBA and athletic company licensed branded apparel content within our game. Communicated any feedback or requirements with other artists. All content was submitted for approval under my direction.
Senior 3D Artist, HYP Games, Orlando, Florida, June 2019 – January 2021
8 Ball Smash
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Modeled and textured themed pool tables with level upgrades for 8 Ball Smash mobile game. PBR material creation using Substance Painter and Designer.
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Rigged and animated various pool table components to be featured during gameplay
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Modeled and textured environments using Maya, Photoshop, and Unity Game Engine
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Lightmap baking using Arnold in Maya
Ultimate Golf
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Modeled and textured environments using Maya, Photoshop, and Unity Game Engine
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Lightmap baking using Arnold in Maya
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Creation of themed golf balls to be featured for in-game purchases. High-poly modeling in ZBrush and the creation of normal maps for low-poly models using XNormal. Texture creation using ZBrush, Photoshop, and Substance Painter
Senior 3D Artist, ETC Simulation, Orlando, Florida, August 2017 – June 2019
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Modeled and textured environments, vehicles, and characters for virtual simulation training programs using 3DS MAX, Substance Painter, and Photoshop
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Level creation and lighting using proprietary engine
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Vehicle creation includes modeling, texturing, collision, texture animation, and PBR materials
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Developed workflow for generating particles and physics based simulations using Particle Flow and keyframe baking in 3DS Max
Senior 2D/ 3D Artist, Raw Thrills, Chicago, Illinois, July 2007 – August 2017
Teenage Mutant Ninja Turtles
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Created low-poly characters, environments, and props from existing licensed TV show assets
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Level creation using Unity Game Engine which included creating prefabs, material setup, placing assets, lighting, skybox creation and particle generation
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Established the art production pipeline to generate assets using Maya, Adobe Photoshop, Substance Designer and Substance Painter
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Instructed other artists how to work within the art pipeline to create assets for the Unity Game Engine
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Evaluated and polished art so that it accurately resembled the TV show art style that our game was based on
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Developed techniques for frame rate optimization through editing of textures, materials, lightmapping and polycounts
Cruisin Blast
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Vehicle modeling and texturing; worked with car manufacturers to seek approval on accuracy of car models
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Worked with programmers to develop shaders for vehicles
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Environment modeling and texturing, level design, asset creation, lighting and particle generation
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Character modeling and texturing; high-poly modeling in ZBrush and the creation of normal maps for low-poly models using XNormal
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Texture creation consisted of diffuse, specular, reflection, and normal maps
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Assisted artists with art workflow issues such as how to properly bake out normal maps out of XNormal and how to use the Transfer Maps functions in Maya to bake several textures to a second UV set
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Coordinated with programmers to evaluate performance and make frame rate optimizations
Jurassic Park
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Conceptualized, modeled, and textured characters and dinosaurs
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High-poly modeling in ZBrush and the creation of normal maps for low-poly models using XNormal
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Vehicle modeling and texturing
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Worked with animators to research and develop character rigs for use in game engine
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Provided assistance and feedback to the art team
XGames Snocross
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Character modeling, texturing, and animation
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Vehicle modeling and texturing
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High-poly modeling in ZBrush and the creation of normal maps for low-poly models using XNormal
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Characters animated with Character Studio and exported using Granny Exporter
Frogger
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Conceptualized, modeled, textured, and animated insect characters
Superbikes 2
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Character modeling, texturing, and animation
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High-poly modeling in ZBrush and the creation of normal maps for low-poly models using XNormal
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Characters animated with Character Studio and exported using Granny Exporter
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Motorcycle modeling and texturing
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Environment modeling and texturing, level design, asset creation, lighting and particle generation
Nicktoons Nitro
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Created environments including modeling, texturing, lighting, collision, prop animation, and particles
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Modeled and textured level specific characters that ranged from 2,500 - 3,000 polygons
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Animated characters with Character Studio and exported using Granny Exporter
Senior 2D/ 3D Artist, MVP Online, Saint Louis, Missouri, September 2006 – June 2007
Golden Fairway
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Created golf course terrains, instanced foliage, and water effects using the Torque Game Engine
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Modeling and texturing of golf course greens, sandtraps, foliage and environment props using 3DS MAX and Adobe Photoshop
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Atmospheric effects, particles, and lightmaps were created for each of these courses
Redline Thunder
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Modeled and textured vehicles consisting of 3000 polygons
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Multiple levels of detail were generated and textures included diffuse, specular, and environment mapping
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Modeled and textured environment props and buildings using 3DS MAX and Adobe Photoshop
Lead 3D Artist, Roxor Games, Austin, Texas, October 2004 – August 2006
RoadRebel
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Managed team of artists which included instructing, task scheduling, and assisting with game related art issues
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Modeled and textured environments and characters using 3DS MAX and Adobe Photoshop
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Lighting and particle generation using the Torque Game Engine
Level 2 Artist, Acclaim Studios, Austin, Texas, July 2001 - August 2004
100 Bullets
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Development of low-poly environment props using 3DS MAX and Adobe Photoshop
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Created realistic physics-based animations using Discreet Reactor
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High-resolution modeling, texturing, and lighting for 3D cinematics
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Worked with design team to assign attributes to game objects and create collision for environments using in-house software
NBA JAM
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Designed low-poly crowd characters to be featured in era-specific basketball arenas
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Painted tattoos for NBA players using Deep Paint and Adobe Photoshop
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Conceptualized, modeled, textured, and skinned unlockable player characters
All-Star Baseball 2003 and 2004
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Modeled and textured stadiums ranging from 15,000 - 20,000 polygons
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Lighting, animated textures and particle generation
2010 - present
2010 - present
EDUCATION -
Ringling College of Art and Design, Sarasota, Florida
Bachelor of Fine Arts, 2001
Major: Computer Animation
COMPUTER and TRADITIONAL SKILLS -
Windows OS , Linux OS, Adobe Photoshop, Adobe Illustrator, Adobe After Effects, Adobe Premiere, 3DStudio MAX, Maya, Modo, Z-Brush, Substance Painter, Substance Designer, xNormal, CrazyBump, Topogun, Unity, Microsoft Sourcesafe, conceptual art, traditional animation, painting, drawing, and storyboarding