Unannounced Project- Senior Character Artist- Responsible for creating high-fidelity character sculptures and their in-game low polygon versions. Texturing and material execution for characters and creatures. Posing and rendering characters for UI\Marketing materials. Rigging and animating when needed (biped).
Dominations (Mobile, Free to Play Historical Strategy, 2015) - Senior Character Artist- Responsible for creating high-fidelity unit\ vehicle sculptures and their in-game low polygon versions. Texturing and material execution for units and armored vehicles
Orcs Must Die! Unchained (PC and PS4, Action Tower Defense, 2017)- Principal Character Artist- Responsible for creating high-fidelity character sculptures and their in-game low polygon versions. Texturing and material execution for player characters and creatures. Art directing and scheduling, helping the character department operate smoothly. Recognizing team member's contributions and taking action on their concerns, regularly and during annual reviews. Communicating with the concept, design, animation, and production departments ensuring the deliverables and mesh needs are on target. Responsible for organizing Robot's character deliverables to and interfacing with our outsourcing partners.
Echo Prime (iDevice and PC, Action, 2014): 3D Character Artist- Created both high and low fidelity in-game character and weapon assets
Orcs Must Die! 2 (PC, Action Tower Defense, 2012): 3D Character Artist- Created both high and low fidelity in-game character and trap assets
Orcs Must Die! (Xbox 360 and PC, Action Tower Defense, 2011): 3D Character Artist- Created both high and low fidelity in-game character and trap assets
Halo Wars (XBOX 360, RTS, 2009): Campaign Art Lead- Led a small team of artists in creating the single player campaign assets. Helped develop the pipeline for destructions and unit attachments. Organized the character artist department. Created high-fidelity and in-game buildings, units, single player in-game asset needs
Age of Empires III (PC,RTS, 2005): 3D Artist- Modeled and textured buildings, characters, and various campaign objects
Metroid Prime (Gamecube, Action, 2002): 3D Character Artist- Modeled and textured characters: Samus Aran (all of her armor suits), her Morph Ball form, her ship, the Metroids, the Space Pirates, and many other various creatures. I also textured all of her arm cannons.
Daikatana (PC, Action, 2000): 2D-3D Artist- concepts, modeled, and textured assets as needed. Created many in-game cinematics using in-house tools
Artist, Associate Producer, Designer working on many projects. This studio gave me my start within the video game industry upon my graduating from The Art Institute of Pittsburgh.
TNN Outdoors Pro Hunter (PC, Action, 1998): Associate Producer, Lead Designer, Artist- Presented the prototype to TNN in Nashville and to Realtree Outdoors in Atlanta
Sanitarium (PC, ADV ’98): Concepts, 2D Artist
WarWind 2- Human Onslaught (PC, RTS, 1997): 2D Artist- Illustrated concepts and painted\ animated in-game units, vehicles, terrain, portraits
WarWind (PC, RTS, 1996): 2D Artist- Illustrated concepts and painted\ animated in-game units, vehicles, terrain, portraits
Chronomaster (PC, ADV, 1995): 2D Artist- Painted character portraits
Anvil of Dawn (PC, RPG, 1995): 2D Artist- concepts, story boards. Also rendered and animated in-game creatures, NPC’s, spells, weapons, furniture, objects, etc. Fully illustrated the clue book insert art