I just want to make game art!

WORK EXPERIENCE

Cloud Chamber                                                                                                                   Mar 2018 - Present
Senior Artist

Unannounced Title, Bioshock Franchise (announced), Unannounced Engine            

·      Worked closely with directors, concept artists, level designers and narrative teams amongst others to stand up framework and scope of the game. Entrusted to help develop and define new spaces, areas, and environments of game layout.

·      Built levels and assets as needed to develop gameplay and art spaces and to refine understanding of the player experience, as well as several evolutions of art scope and design or aesthetic.

·      Responsible for maintaining functional and cohesive gameplay spaces between multiple teams and disciplines.

Hangar 13 Games                                                                                                                    August 2015 - Present
Level Architect

Mafia 3, Mafia 3 DLC Stones Unturned, Fusion Engine            

·      Responsible for creating the Bayou Fantom district of the game and crafting an authentic experience, working alongside Designers and Mission Artists to further develop critical path gameplay spaces and narrative experiences. 

·      Worked intimately with Level Designers, World Builders and Art Leads to ensure quality and direction of terrain meshes and city spaces—to include level building, set dressing, and building out open world and mission spaces with props and vegetation to establish the look and feel of environment.

·      Additional duties included optimization tasks, establishing and maintaining road networks along with Level Designers, propagating and building cover and navigational data and fixing bugs for the Bayou Fantom and surrounding districts as needed.

·      Worked closely alongside Level Designers and team to establish and set foundation for Stones Unturned DLC mission areas within the city as well as building the Island game space and critical path, including creating and coordinating asset lists, art budgets in addition to normal duties.
 

The Deep End                                                                                                                                 February - July 2015

Environment Artist (Independent Contractor)

Unannounced Project, Unreal 4 Engine

·      Create meshes and level building; jointly established the look and feel of environment


The Black Glove                                                                                                                             June - August 2014

"Guide the hands of fate as you unravel the surreal maze of The Equinox."

Day For Night Games, Unreal 4 Engine
Environment Artist (Independent Contractor)

·     Created furniture assets in the period style and the Space Minotaur arcade machine around supplied artwork


BioShock Infinite: Burial at Sea Episodes 1 and 2                                                   April 2013 – April 2014

“Explore the depths of Rapture through Booker and Liz’s eyes as you uncover the mysteries that lie beneath the waves.”

Irrational Games, Unreal 3 Engine
Artist

·      Modeled and textured various game objects along with uniquely crafted terrain meshes for different levels, working to maintain the style and aesthetic of the art direction.

·      Worked intimately with Level Builders and Leads to ensure quality and direction of both assets and terrain meshes and their purpose and presence within the spaces, responding quickly to changes in level or feedback. 

·  Fixed and proactively hunted bugs in terrain meshes and meshes within the level.



Aliens: Colonial Marines                                                                                    October 2011 – December 2012

“The plan was to investigate the disappearance of the Sulaco and her crew. Your mission now, survive.”

TimeGate Studios, Unreal 3 Engine
Environment Artist 1

·      Populated, lit and optimized scenes and levels

·      Modeled new assets as well as modified pre-existing pieces in addition to reviewing and modifying outsourced assets.

·      Worked and communicated closely with Level Designers to maintain level flow and cover/combat pacing as well as establishing horror mood via lighting and set dressing.

·      Duties included using GPAD for level optimization and performance for PS3 as well as animation and modeling support for animators

 

BioShock Infinite                                                                                                       June 2012 – November 2012

“Blaze through the high flying world of Columbia and uncover the city's mysteries as you fight hand-in-hand with your companion Elizabeth.”

Irrational Games, Unreal 3 Engine
Environment Artist (Contract Modeler while employed by TimeGate)

·      Created and maintained roads and surfaces with regard for player and AI character movement.

·      Worked closely with Level Builders and Leads to ensure quality and direction of terrain pieces and their interaction within the level and worked intimately with my own team members.                                                          

·      Scheduled, assigned and reviewed terrain team's pieces to ensure quality and performance within game.

·      Fixed and proactively hunted bugs in terrain meshes and within level implementation
 

Star Wars : The Old Republic                                                                                           April 2010 – June 2011

“Make your own mark and rise to your destiny in this galactic war between the Republic and the Sith.”

BioWare Austin, Hero Engine
Environment Artist (Contract)

·      Propping and lighting for interior spaces with respect to combat and player interaction

·      Remodeled, adjusted UVs and reassigned textures for assets

·      Terrain polish on different worlds, adapting to character and process of each environment               

·      Worked and communicated with small and large teams from various disciplines

·      Optimization tasks, establishing new cube maps, and bug fixes

 

EDUCATION

The Guildhall at SMU                                                                       August 2008 – March 2010

Pursuing a Masters of Interactive Technology in Digital Game Development
GPA 3.7

University of Houston                                                                                                     August 2003 – May 2008

BFA in Studio Arts, Major focus on Traditional Painting
Summa Cum Laude
GPA 3.8

 

KNOWLEDGEABLE SOFTWARE

Adobe Photoshop CS5
3D Studio Max 2014
ZBrush 4r5
Houdini

xNormal 3.16.5
CrazyBump
MudBox 2009
Substance Painter 2

Unreal Editor 3
Hero Blade Editor
Unity 2.5
Fusion Engine