I make video games, among other things. You can find a more detailed history here.
A video demonstrating various workflows can be found here.
Highlights of my current work at artstation.
Gameography – includes role & highlighted responsibilities
- PC World of Warcraft: Legion
- Senior Technical Artist – Character setup & data maintenance, new character materials feature prototypes. Game UI consultation & feedback. WYSIWYG Audio Event Editor, mentorship & training.
- PC World of Warcraft: Warlords of Draenor
- Senior Technical Artist – Support of “Apprentice” program @ Blizzard Academy, established best practices for complex tools setups, technology sharing with cinematics department, Audio Events System 3 (stand alone app) Asset optimization, user support. Character data setup & maintenance.
- PC World of Warcraft: Mists of Pandaria
- Senior Technical Artist – Self recovering level build system & web based reporting, Automated Audio Events system 2, Physics tools, Python libraries, misc modeling, reports generation and guidelines.
- PC World of Warcraft: Cataclysm
- Senior Technical Artist – Automated Audio Event System , prototype Goblins and Worgen, hiring, asset optimization, materials optimization & library creation. Pipeline migration to Autodesk 2011. Support & migration of custom Maya plugins.
- PC World of Warcraft: Wrath of the Lich King
- Senior Technical Artist – Death Knight base skin customizations, audio event application, asset performance optimization
- 360 PS3 Golden Axe: Beast Rider
- Director of Technical Art, Machinima, Motion Capture, Outsource vendor review, selection and training.
- 360 PS3 Iron Man: the Game
- Director of Technical Art – hiring, TA department supervisor, employee discipline, day to day tasking.
- PSP DS Molotov*
- Director of Technical Art – development oversight, prototypes
- PC Gods and Heroes:Rome Rising‘
- Technical Artist – Pipeline setup & optimization, UI prototypes, VFX, in Maya Level Editor, DFF importer, Tools installer.
- PC Star Trek Online*
- Technical Artist – Pipeline setup & optimization
- XBX City Under Siege*
- Senior Technical Artist – destructible object pipeline, prototype models
- XBX The Adversary*
- Senior Technical Artist – destructible object pipeline, prototype models
- XBX Kill Switch 2*
- Senior Technical Artist – level tools and pipeline design
- PS2 GCN XBX Goblin Commander: Unleash the Horde
- Technical Art Director – hiring, VFX, destructible object pipeline, UI, voice overs
- XBX Nightcaster 2: Equinox
- Director of Technical Art – hiring, VFX, destructible object pipeline, UI, voice overs
- GCN Cubix: Robots for Everyone*
- Director of Technical Art – created viewer tools for GCN, created character models, rigs and animation.
- PS2 Land Sea Air*
- Lead Artist – prototype and hiring of new team
- PS2 Portal Runner
- Lead Artist – VFX base effects & tools creation, Art Team oversight, Level Validation tools
- PC Might & Magic VIII: Day of the Destroyer**
- Additional Artist – character sprite work
- PS2 Army Men: Sarges Heroes 2**
- Additional Artist – oversight of auxiliary team, misc modeling & textures.
- PS1 High Heat Baseball 2001**
- Additional Artist – misc sprite work, oversight of auxiliary team.
- PS1 Crusaders of Might & Magic
- Lead Artist – Oversight of bi-located art teams in Redwood City & Austin. Ensured compliance with art standards, TDRs and localization. Occasional VFX & modeling. Intranet creation & tools documentation.
- PS1 Jalapeno Harry*
- Animator/Character Artist – designed, modeled and animated several MOBs
- PS1 Spawn: the Eternal
- Lead Animator – Task tracking, rigging and animation of main character, control tweaking and level asset creation.
- PS1 MLB Pennant Race**
- Additional Artist, misc 3D assets.
- PS1 NHL Face Off
- Artist – I created 3D assets, and cleaned up sprite animation.
unpublished*
consulting capacity**