Bellevue, Washington, United States
Designed and marketed toys and figures for 3D printing and fabrication, focusing on stylization, nostalgia, and fun.
Mentored and taught 3D art and printing skills to aspiring artists, fostering a supportive learning community.
Produced and sold 3D printed miniatures.
Greater Seattle Area
Designing, blocking, and building the underwater themed Shimmering Depths and Star of Crater worlds for Rocket Arena. Worlds were built around the fast friendly and snag-free priorities of a new Smash-style third-person Shooter.
Leading the development of the Forza 7 crown jewel track, Dubai. Replicating the harsh arid landscape of the Hafeet Mountain road and Liwa desert, we grounded our fictional Grand Prix event in the most photo-real location yet created for a racing game. As the premier title for Microsoft's XBOX ONE X (Project Scorpio), this was built to showcase what the most powerful console on the market and PC'S can achieve.
2015 — 2016
Redmond, WA
Acting as an Art Director for outsource artwork, I've steered the work of several teams of 10 to 30 artists in creating characters, props, and environments for projects around the world.
An advocate of planning, education and process improvements, and increased creative ownership I taught the artists in India to look at their work holistically and to consider the direct needs of our partners.
Games Include:
Sea of Thieves - My primary project at Lakshya. The keenly directed style guidelines of this project posed an engaging challenge to keep the artists performing at their best and maintaining Rare's satisfaction in our product.
DENSHA de GO - A Japan-only commuter train simulator arcade game. Responsible for the buildings and terrain near the track. We combined real iconic Shibuya area buildings with generic buildings to seamlessly match the architecture style.
Other projects will be listed here when they come out.
My responsibilities on these projects include:
Artistic quality control - Reviewing work to uphold professional game developer expectations before being shared with our clients
Pre-production - Developing additional concepts and reference to avoid anticipated production pitfalls
Coaching the Lead Artists to produce higher quality and consistency from their teams.
Creating sculpted assets to set style standards, and editing sculpts in progress to bring them in line with those standards.
2013 — 2014
Redmond, WA
Murdered: Soul Suspect
Lead small groups in tasks focused on identifying areas of the environments that could be improved, and planning and executing those changes with design and animation teams
Create rich environments with performance for release on previous and current-gen consoles
Author and drive set dressing and environment revisions for design changes and increased visual quality
Adjust and augment existing pipeline with new art assets
Use Unreal 3 to create high-quality natural and man-made environments with advanced material blending
Education
2003 — 2006
The Art Institute of Portland
Bachelor of Science (BS)
2003 — 2006
2000 — 2001
Occidental College
Art/Art Studies
2000 — 2001