+ 2005
|
- Lead Cinematic Artist
|
Midway Games San Diego
10110 Mesa Rim Road
San Diego, CA 92121
|
Visualized and created all of Gauntlet: Seven Sorrows over 90 cinematics.
Created virtually all particle systems for cinematics.
Additionally, created many in-game particle systems.
Create 3D animatic/leicas for cinematic pre-vis.
Directed mocap shoots where needed and worked closely with animation and mocap teams.
Managed resources and tasked cinematic team to generate necessary assets on time and of the highest quality.
Created and implemented cameras within Maya and RWStudio's "Sequencer".
Frequently took initiative to create and teach solutions to technical limitations that prohibited the completion of specific goals to design team.
+ 2004
|
- Third-Party Art Director
|
Midway Games San Diego
|
Create/Capture/Produce high-quality art assets for Marketing/PR/Creative Services/Websites
including screenshots, gameplay footage and other materials, enhanced as needed for quality and
gameplay or outright created using Maya/3DStudio Max when not available from the team for all
3rd party projects.
Create walk-throughs, level overviews, artistic examples and mockups for internal use and
quarterly product review.
Assist the Internal studio's Gauntlet: Seven Sorrows
team to produce Previs Low-res Level Blockins and
Game-res Landmark Dioramas for our external art
house, Nikitova.
Work intimately with Producers, AP’s and Technical Directors to maintain and debug builds
on all platforms: Xbox, PS2 (Debug and Devkit), PC.
Create, manage and maintain a detailed archive of media, including all concepts, art,
design documents, audio, web-based media, gameplay footage, FMVs and pre-rendered media for all 3rd party games.
Self-manage schedule to meet all deadlines on deliverables for Marketing/PR/Creative
Services/Website deliverables for all 3rd party games.
+ 2003
|
- Lead Environment Artist
|
Midway Games San Diego
|
Responsible for determining consistency in art for in-game levels.
Developed prototype and helped determine look-and-feel of game.
Provided scripting support for Maya and RenderWare and integrated Midway Milpitas’ script library into the team’s pipeline.
Worked closely with designers to determine rule set and layout of levels for triple A, multiplayer, fantasy-based game.
Worked closely with Art Director to determine look and feel of levels and determine environmental tile sets and art style.
Collaborated with engineers on determining best possible efficiency in creation and rendering of geometry and textures within RenderWare.
+ 2002 - 2003
|
- Art Director (Art Lead)
- Environment Artist
|
Midway Games West, Inc.
675 Sycamore Drive
Milpitas, CA 95035
|
Responsible for 8-man art team. Day to day team management, scheduling and generating HTML Art Bible.
Assisted designers with level and ribbon/track design.
Responsible for setting the “Look and Feel” of a next-gen “Rush” racing title, conveying that to the art staff and managing all generated art assets.
Responsible for managing team’s competitive research and brainstorming, and generating all playable game demos, conceptual design and conceptual art for multiple genres.
Worked closely and effectively with programming and design team.
+ 2002
|
- Lead Character Modeler
- Contract Character Artist
|
Konami of America
1400 Bridge Parkway #101
Redwood City, CA 94065
|
Responsible for design and modeling of all real-time characters and character Levels Of Detail for Konami's RFL: Real Football League.
Creation of real-time character models and character Levels Of Detail for Konami's Moto X.
Level design and creation of original pre-production art for Konami's Moto X.
+ 2001 - 2002
|
- Cinematics Artist
|
Konami of America
|
Responsible for camera setup and lighting for Konami's Frogger: The Great Quest pre-rendered cinematics for PlayStation 2.
Creation of storyboards, character animation, camera setup and lighting for Konami's Frogger: The Great Quest bonus pre-rendered cinematics for Xbox and PC.
Design of original pre-production art for Konami's Frogger: The Magical Journey and Project "Ricochet".
+ 2000 - 2001
|
- CG Artist
|
Konami of America
Konami Computer Entertainment Tokyo
|
Responsible for lip-synch, character and effects animation for Konami's Silent Hill 2 pre-rendered cinematics.
Creation of Silent Hill 2 promotional, manual, handbook and marketing art assets.
Creation of conceptual animation of proposed creatures for Silent Hill 3.
Training, evaluation and overseeing of project interns.
+ 1995 - 1999
|
- Lead Design Engineer
- Contract Design Engineer
|
Tecna Industries
2083 Colvin Court
McMinnville, OR 97128
|
Design and engineering of roof/floor truss systems.
Training and daily management of engineering staff.
Onsite field-liaison between our company and other subcontractors.
Worked within group projects as well as independent, contracted engineering.