To create imaginative, high-quality artwork in a team environment that will allow me to grow as an artist.
Hardware: Oculus, PS4, Xbox360, PS3, iOS, Android, 3DS, PS Vita, Wii, PC, Xbox
Software: Highly proficient in Maya, Substance Painter, Photoshop, Unreal Editor 4.
Experienced in ZBrush, Mudbox, DDO, xNormal, Keyshot, VRay, Marmoset Toolbag, Sony Vegas,, Perforce.
Sanzaru Games, Inc., Foster City, CA 04/13 - Present
Lead Level Artist
Sonic Boom: Fire & Ice
Sonic Boom: Shattered Crystal
Sanzaru Games, Inc., Foster City, CA 10/09 - Present
VR Sports Challenge
Sly Cooper: Thieves in Time
Mystery Case Files: The Malgrave Incident
-Created real-time architecture, environment and prop models, UV’s, and materials. Managed large amounts of assets during full level ownership. Created dynamic and static lighting. Created basic procedural animations. Worked on PS3, PS Vita, and Wii consoles as well as iOS and Android.
REALSCAN 3D, Inc., Redondo Beach, CA 05/09 - 10/09
-Worked closely with Realscan 3D to provide re-surfaced meshes from highly dense 3D scans that could plug in to existing character rigging & animation pipelines for The Sorcerer’s Apprentice.
Created high resolution, hand-built models to act as digital replacements for existing real-world set pieces. Assisted in scanning and constructing data into 3D models for Zoo Keeper.
CRYSTAL DYNAMICS, Redwood City, CA 07/07 - 01/09
Tomb Raider: Underworld
Tomb Raider: Underworld - Beneath the Ashes/Lara's Shadow DLC
-Modeled detailed architectural environments. Worked closely with texture artists and designers to redesign a convincing, moody atmosphere for an iconic location in the series. Also worked within an established art style to help create content for exterior locations.
VISUAL CONCEPTS, Novato, CA 03/06 - 06/07
Fantastic Four: Rise of the Silver Surfer
-Created environment models and textures to be used both in-game and as an example of quality for an external outsourcing company. Provided feedback and correction documentation to outsourcing company. Processed and touched-up entire outsourced rooms and architecture to be game-ready assets.
PERPETUAL ENTERTAINMENT, San Francisco, CA 08/05 - 03/06
Gods & Heroes: Rome Rising
-Creation of large scale MMO environments involving modeling and texturing. Worked closely with the design team to keep the game space interesting throughout multiple kilometers of terrain.
ODDWORLD INHABITANTS, San Luis Obispo, CA 09/03 - 04/05
Oddworld: Stranger's Wrath
-Performed stylized architectural, environment, and prop modeling and texturing. Created atmospheric lighting in large interior environments. Created and edited scripts to trigger events and destructible objects.
3D EYETRONICS, Inc., Redondo Beach, CA 03/03 - 09/03
-Full body, face and object scanning and compiling. Re-surfacing highly dense full bodies, faces and creatures with animation-ready topology in multiple LODs for feature film, television and commercial use including The League of Extraordinary Gentleman, Paycheck, The Last Samurai, Scary Movie 3, and many others.
Ex’pression College for Digital Arts. 10/01 - 02/03
Associate of Applied Science (A.A.S)
Ex'pression College for Digital Arts Eckart Wintzen Scholarship May 2001