I started in the video game industry in 1999 and have worked on nearly every artist development task at one point or another since then. Currently I am a Senior Technical Character Artist/Animator specializing in character setup, facial rigging, pipeline optimization, weapon & prop modeling/texturing/rigging for video games. I've been credited on 28+ shipped games spanning the PlayStation 1-5 consoles, Xbox consoles, Nintendo Switch, multiple PC titles and VR games for all of the major systems.
Currently setting up a new skeletong and converting an existing animation pipeline to a custom Metahumans one. Refining hardening art standards and pipeline for a clean development environment and adding full documentation.
I Setup documentation and workflows for establishing an art pipeline for a startup company that had none in place. Responsible for creating art for presentation to publishers and outside contacts to help establish funding and look of the game. Worked to develop assets and cleaned up purchased assets for in game use using a standard PRB workflow in Unreal5. Also did a lot of research and development of numerous software packages for artist use to establish an artist facing pipeline.
Brought on to lead and mentor a small team of technical, environment, animators and character artists on best practices/techniques. I instituted a more modern workflow by incorporating Jira, Perforce, naming conventions and documentation practices. In order to convert from a PC only title, I documented the entire processes for converting to all consoles and portable devices. Responsible for creating character and prop rigs with levels of complexity to adhere to standards for each delivery platform. Instrumental in establishing, reviewing and documenting standards for models, LODs, animation, and artist facing tools.
Leading a team of technical artists, also instructing modelers, riggers, and animators to make sure assets adhere to specific and newer standards I'm setting up. More details to come as the project advances.
Was one of the first two artists hired at Survios after the first round of startup funding. Brought in to focus on character and facial rigging, modeling and texturing. Rigged all of the characters in Raw Data, Sprint Vector, BattleWake, Westworld: Awakening, Creed: Rise to Glory, Walking Dead: Onslaught, Puzzle Bobble, and most of them in Creed: Big Rumble Boxing as well as modeling and texturing environment pieces and two of the Raw Data hero weapons (Pistol & Bow). Tons of early R&D VR tests and prototypes that will never see the light of day.
Brought in to organize and optimize the art pipeline across two studio locations and two off-site artists for John Malkovich's new TV show, 'Crossbones' for NBC. Worked to optimize scenes for renders and managed renders on the internal and external render farms. Modeled and textured buildings, props, vegetation, and other assets for multiple shots.
Was hired as the first artist at the new Los Angeles studio working on the multiplayer portion of Metal Gear Solid V: The Phantom Pain. I was responsible for all art tasks at the time including 2D artwork, logos, stickers, shirts, etc.... I also created and evaluated character and environment art tests to help build the American art team. We built a small but strong art team.
Character, creature, and prop rigging for Yaiba.
Was brought in to help create the first Character Department in CCP's history. Did all rigging for EVE Online Incarna expansion (Walking in Stations) including the groundbreaking facial animation and character creator. Got to work with Steven Stahlberg, Trevor Claxton and lots of other very talented people while there. Iceland is a great place to visit if you get the chance. Also developed character and creature rigs for the World of Darkness game that was cancelled.
Came in as a Playstation 3 specialist to help the team ramp up to the new development platform. My experience from Naughty Dog gave me a lot of key insight on how to handle all aspects of the art creation pipeline for the Playstation 3. Was the Character Technical Director on inFamous for the Playstation 3. Introduced the art team to new tools and tech to take advantage of the Playstation 3 architecture.
Fortunate to be the the only artist on the Naughty Dog ICE Team lead by Mark Cerny. We worked on creating the Playstation 3 engine for all of Sony's Launch titles for 3 years before the release of the Playstation 3. I was the art contact for 16 studios worldwide taking feedback, creating assets, developing tools and tutorials for new tech and ensuring the engine could handle all of the various art needs for each studio
Started as an environment modeler and track designer on the Coolboarders Series of games. Moved into the Character Animator role for a couple games, then moved into Rigging, Lead Animator and Lighting positions. Worked on Playstation 1 and Playstation 2 titles.