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My objective is to become a long-term member of a game development team where I can apply my creativity and problem solving skills to make amazing games. |
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Technical Artist, Big Red Button Entertainment - El Segundo, CA March 2014-Current |
Shipped VR shooter “The Arcslinger” for Google Daydream, Oculus, and Vive. |
Shipped VR shooter “Dragonflight VR” for Oculus and Vive, in partnership with Blackthorn Media. |
Shipped “ The Divergent Series: Allegiant – Virtual Reality Experience ” for Vive, in partnership with Wevr and Lionsgate. |
Shipped VR experience “John Wick Chronicles” for Vive, in partnership with Starbreeze and Lionsgate. |
Shipped a major geolocation-type mobile game. I am uncredited, but ask me about it. |
Shipped "Sonic Boom: Rise of Lyric" for Wii U. |
Contributed to several unannounced projects for Console, VR, AR, and mobile. |
I mainly authored particle effects, many of which were hand-animated for Arcslinger and rendered in Maya for the other games. Often, the effects integration would involve scripting either in C# or Unreal’s blueprints. I also authored VFX shaders and destruction. I assisted with many other tech art tasks such as authoring UI on mobile prototypes, integrating optimized environment art, lighting, and authoring tools both in Maya and within the Unity Editor. |
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Technical Artist, Isopod Labs - Santa Monica, CA 2007-2012 |
Shipped defense game “Keep Off My Hill” for iOS. |
Shipped racing game “Jimmie Johnson's Anything With An Engine” for Xbox, PS3, and Wii. |
Shipped vehicular combat game, “Vigilante 8 Arcade” for XBLA. |
I authored particle effects, destruction for major set pieces, scripts for game functionality, models, textures, animations both for characters and mechanical set pieces, skyboxes, and HDR reflection maps. |
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Environment Artist, InXile Entertainment - Newport Beach, CA 2007 |
Unreleased 360/PS3 game “Hei$t”. I authored models and textures. |
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Environment Artist, Game Wizards production team 2005-2006 |
Unreal 2004 mods: “Mask of Eternity” and “Monster Smash!”. I authored models and textures. |
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Student, The Art Institute of California: Los Angeles 2004-2007 |
Graduated June 18, 2007 with a Bachelor of Science degree in Game art and Design. |
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Tools |
- Unity, Unreal Engine
- Maya, 3D Studio Max, Zbrush
- Photoshop
- Shader Graph, Shader Forge, Unreal's material editor
- Visual Studio, Notepad++
- Premiere
- Mapbox Studio
- Vue (it renders pretty clouds)
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Skills |
- Able to author a wide variety of VFX.
- Able to author shaders using a noodlegraph.
- Modeling, texturing, animation, and simple rigging.
- Experienced at working in a production pipeline, communicating design ideas, and working within tight time constraints.
- Enjoys technical work.
- Familiar with C# and similar scripting language syntax.
- Able to learn new proprietary software quickly.
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