Zenimax/Arkane Studios - July 2015 - July 2016
Senior Environment Artist (Contract), "Prey"
PBR, high-poly asset creation in Zbrush, Maya, XNormal and Photoshop, environment kits and custom pieces (hard surface)
Worked closely with level architects/designers to create graybox and proxy environment kit and custom level assets
Level-wide asset optimization
ZBrush / Substance Painter training, March 2015 - July 2015
Primary focus on ZBrush 4R7 hard-surface modeling, Substance Painter/PBR, character asset creation (armor and costuming, weight application, etc.)
Maximum Play, February 2015 - March 2015 (contract)
Worked closely with core engine programmers and supervised remote contract artist to develop pipeline, features, and level for a pre-alpha, next-gen visual milestone demo
King's Isle Entertainment, June 2013 - January 2015
Senior Environment artist
3-D modeling, texturing, lighting and animating sets and props for an unreleased MMO
ZBrush Training April 2013 to June 2013
Focus on high quality next-gen asset creation. Designed, created and supported several popular Skyrim mods featuring all-new assets.
Zbrush high-poly asset creation (organic and hard surface)
XNormal normal, cavity, ambient occlusion, and curve map creation
Character/Costume weighting in 3DS Max
Assets taken through full production pipeline from ZBrush, through low-poly and UV generation in Max/Maya, texture baking in XNormal, final work in Photoshop, export, and final asset implementation in Elder Scrolls V: Skyrim game editor.
Merge Interactive March-April 2013
Contract environment artist
Created and rendered multiple backgrounds for a mobile-style outdoorsmanship game in Maya
Disney Junction Point Studios 2011-2012
Environment Artist/Level Lead, Epic Mickey: The Power of Two, Rainbow Falls level, Wii and XBox 360
Integrated in-house and outsource assets into rough Rainbow Falls level through to completion, for both Wii and Xbox 360 versions of the level.
Prop and environment modeling and texture creation, Xbox 360 and Wii
Red Fly Studio 2008 – 2011
Senior Environment Artist – The Force Unleashed 2 Wii, Thor Wii, Unreleased Xbox 360 Star Wars Title
Produced rapid-prototyping "graybox" levels in concert with level designers.
Created multiple static set kits, breakable objects, and actor objects for use in the quick construction of ambitious levels on short timeframes (including "next gen" assets).Assembled, lit, created visibility geometry, and otherwise technically prepared next-gen and Wii game sets.
Spacetime Studios 2006 – 2008
Lead Artist – Blackstar PC (Unreleased)
Developed content creation pipeline for player and NPC vehicles for a sci-fi/fantasy MMO.
Collaborated with game designers and concept artists to develop and execute unique and highly stylized visual solutions in-game.
Sony Online Entertainment 2000 – 2006
Lead Artist – Star Wars Galaxies: An Empire Divided, Jump to Lightspeed, Rage of the Wookiees, and The Trials of Obi-Wan
Produced multiple rapid-prototyping assets, enabling early game concept testing and evaluation
Prepared technical documentations and production packages for outsource.
Oversaw content creation pipeline for player and NPC vehicles and their interiors
Reviewed work from outsource providers and junior artists for technical compliance.
Faithfully translated familiar designs from the "Star Wars" series of films into high-quality in-game assets
Generated original concepts for multiple vehicles and props
Modeled, textured, lit, and executed technical set-up for multiple buildings (interiors and exteriors), vehicles, props, other environmental objects
Pre-2000 Employers (Details available on request)
Microprose, Austin
Origin Systems Inc. / EA
Software Experience
ZBrush 4
Maya
3D Studio Max
NDo2
XNormal
Substance Painter
Substancer Designer
CryEngine
Unreal
Adobe Photoshop
Perforce
Education
BA in Art with Honors, University of Texas at Austin