An experienced Production Artist and Designer with 25+ yearsof experience in the gaming industry, I've held pivotal roles in the development of AAA+ titles. My expertise crosses Level Design, Environmental Art, Special FX, and Technical Art. I have shipped 11 games, with 3 as a lead or manager, accumulating 15+ years in senior or management positions.
My goal is to craft immersive 3D environments and assets that tell a compelling story and deliver innovative gameplay experiences. I focus on being a force multiplier in collaboration with top-tier talent to push the boundaries of visual storytelling and gameplay mechanics in the video game industry.
- Procedural Content Creation
- High polygon 3D modeling and sculpting (Hard Surface and Organic \ Environmental)
- Next Gen material and shader creation
- Game Asset pipeline design and optimization
- Modular asset design and construction
Principal Techincal Artist
Monolith Productions (WB Games)
February 2009 - Present
- Leading the technical artist team in a hands-on capacity to develop Houdini Digital Asset creation and procedural instancing tools, directly contributing to ongoing enhancements in workflow efficiency.
- Guiding the design and implementation of core procedural tools pipelines, elevating the art production process, and shortening iteration times and expanding content creation exponentially.
- Developing advanced art production tools using Python, Mel, Maxscript, Vex, and C#, resulting in a 10x increase in scope and amount of game content produced with existing art team(s).
- Leading the design and support of destruction system tools and pipelines, and provided the setup and optimization of dynamic simulations, playing a key role in elevating the dynamic gameplay experience and visual FX quality.
- Enhancing terrain design and pipeline processes, focusing on high-quality content and efficient tool creation for large-scale landscapes, significantly boosting production speed and quality.
- Developing and scripting single-player, open-world missions, including setting up AI and gameplay event systems, for both procedural and story-driven missions, contributing to engaging and dynamic gameplay experiences.
Lead Environment Artist
Monolith Productions (WB Games)
October 2004 - February 2009
- Department project planning, risk assessment and mitigation, schedule organization, resource balancing and documentation
- Collaborate with department leads to establish schedule and drive environment art production
- Artist hire, mentor and development, training and performance reviews
- Establish and maintain environment art production pipeline and tools
- Day to Day leadership of environment art team, tasking and tracking, work flow direction, asset review and approvals
- Developed and managed relationships and review process with multiple outsourcing vendors
Senior Environment Artist
Monolith Productions (WB Games)
November 2003 - October 2004
- Create high detail objects and LODs based on concepts or reference
- Model high polygon source meshes and sculpts (hard surface and organic)
- (Hard Surface) Object and vehicle rigging and animation
- Environment lighting
- Design, layout, and model of 3D Environments
- Next Gen material and shader creation
- Modular asset design and construction
- Evaluate, optimize, and maintain performance on multiple platforms
- Environment FX and motion graphics
Lead Level Designer
Monolith Productions
April 2002 - November 2003
- Managed Design Department: Oversaw project planning, risk management, resource allocation, and supported comprehensive design documentation to ensure project milestones were met on time and within budget.
- Developed Level Design Team: Recruited, mentored, and trained designers. Conducted performance evaluations and fostered a culture of continuous improvement.
- Optimized production processes: Established and Optimized design production pipelines and workflow tools for enhanced efficiency and quality of design output.
- Directed Daily Operations: Provided leadership in daily management, task assignment, workflow optimization, and content review to align with creative vision and production goals.
- Crafted Level Narratives: Produced detailed design documents, integrating storylines into gameplay.
- Collaborated with Department Leads to synchronize production schedules and set clear goals for level design, ensuring a cohesive development process.
Level Designer
Monolith Productions
February 2000 - April 2002
- Conceptualized and Documented level designs: Focused on game mechanics, narrative integration, and overall level architecture, ensuring alignment with game vision.
- Constructed Grey Box: Defined level flow, player experience and layout efficiency using 3D Studio Max, Maya, and Internal World Builder(s).
- Optimized Level Performance: refined Visibility and Binary Space Partitioning (BSP).
- Wrote and Implemented Level Scripting for core gameplay events.
- Designed AI Behavior for combat scenarios: Scripted interactions that would challenge and engage players.
- Authored Comprehensive Documentation: Including concept outlines, design briefs, development plans, and detailed asset lists for production.
- Collaborated with Environment Artists: Maintained artistic integrity and design coherence across levels, ensuring environments met both aesthetic and functional design goals.
- Developed Multiplayer Maps for PC Shooters: Balanced competitive play with level design principles to foster engaging gameplay dynamics.
Lead Level Designer
The Collective Studios
1996 - 2002
- Managed Design Department: Oversaw project planning, risk management, resource allocation, and supported comprehensive design documentation to ensure project milestones were met on time and within budget.
- Developed Level Design Team: Recruited, mentored, and trained designers. Conducted performance evaluations and fostered a culture of continuous improvement.
- Optimized production processes: Established and Optimized design production pipelines and workflow tools for enhanced efficiency and quality of design output.
- Directed Daily Operations: Provided leadership in daily management, task assignment, workflow optimization, and content review to align with creative vision and production goals.
- Crafted Level Narratives: Produced detailed design documents, integrating storylines into gameplay.
- Content Development: Created 3D environments and developed gameplay for 3rd Person Action / Adventure game(s)
- Collaborated with Department Leads to synchronize production schedules and set clear goals for level design, ensuring a cohesive development process.
Level Designer
Big Grub Entertainment
1995 - 1996
- Design and Develop Modular 2D Art Sets.
- Level layout design and implementation.
- Script AI, missions, and interactive events.
Bachelor of Fine Art - [Studio Arts]
University of Southern California
1991 - 1996
Achievements
- Awarded the Yvonne Kramer Scholarship 1993 - 1995
- Group Exhibition, Fisher Museum of Art - Undergraduate Exhibition 1993
Course Instructor
ITT Technical Institute, Tukwila, WA
2004 - 2005
- Developed and delivered comprehensive courses in Animation, Game Development Theory, 3D Modeling & Texturing, and Level Design to align with program goals and enhance student skills in game design software and game engine technologies.
- Managed student progress by ensuring all course goals were met, using student assessment tools and feedback mechanisms to track and improve learning outcomes.
- Adapted teaching methods to accommodate diverse learning styles, incorporating interactive multimedia, direct projects, and peer collaboration to foster an engaging educational experience in a technology-focused curriculum.
- Core Software
- Houdini FX
- Modeling : Autodesk Maya , Autodesk 3DSMax
- Sculpting : Pixologic Zbrush ,Autodesk Mudbox
- 2D : Adobe Photoshop CC
- Other Software
- Mari
- Speedtree
- Adobe After Effects
- Adobe Premier
- Adobe Lightbox
- Adobe Illustrator
- Topogun
- nDo2 and dDo
- Crazybump
- Marmoset Toolbag
- Meshlab
- Substance Designer
- Substance Painter
- World Machine
- Engine Software
- UDK
- Unity
- Scripting Languages
- Python
- Vex
- C#
- Javascript - Unity
- HLSL
- Mel
- Maxscript
- HTML and CSS -