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Skills:
Technical: Maya 8.5, Photoshop
CS, MAX, Turtle, Perforce, various game engines and related tools Management: Art team
management, pipeline organization, process oriented, documentation, scheduling, mentoring
Experience:
Doublefine Productions, Inc. (5/08
- Present) Senior
World Builder: BRUTAL LEGEND (360/PS3): - Did layout work for two areas in open-world game.
- Worked with
proprietary toolset to sculpt open terrain and to paint terrain materials
- Build
assets for those areas, creating enough mesh density for vertex material blending while maintaining a relatively low poly
count for performance.
- Hand-build LOD's, collision, and shadow
mesh for all assets.
- Assets were build from existing or new concepts,
preserving the original design while allowing for the limitations of the game engine or maintaining flexibility for game design.
- Worked in tight SCRUM schedule, and consistently met our monthly
deadlines and maintaining the quality of m work.
- Always found
time to help out fellow World Builders or Material Artists when they needed help on a task, despite a tight schedule,
- Maintained open lines of communication with the team to prevent me blocking their tasks and
to keep my lead informed of my progress.
CrystalDynamics, Inc (11/01 - 4/08) Art
Director/Lead Environment Artist/Senior Environment Artist: Unannounced
Xbox 360/PS3 Project: - Joined project as Lead Environment
Artist; promoted to Art Director last November
- Set up file organization
structures, and asset and level construction process with art director's help.
- Set up level asset metrics, organization, and process documentation.
- Helped schedule short and long term art tasks.
- Coordinated
scheduling, task dependencies, and workflow between art and design.
- Mentored
new hires; coordinated and worked with outsource artists, and additionally facilitated and maintained outsource workflow.
- Held regular meetings with art leads and art team.
- Delegated my previous tasks to the new lead.
- Worked
with programmers to push demo to completion.
- Facilitated continued art
tools development with new lead and tools artists.
- Collaborated with studio
art director on character fidelity improvements.
- Established final lighting
and visual composition for the demo.
Tomb Raider Legend
(PS2/Xbox/Xbox360): - Built mesh for training unit
in the Bolivia level, and did additional work for several smaller units later in the level.
- Designed and created components of varying sizes, each of which were instanced to facilitate faster art
lay out and save on mesh memory.
- Did additional work with textures and
ray traced lighting.
Project: Snowblind (PS2/Xbox):
- Built 2 single player levels and 2 multiplayer levels.
- Designed and created many architectural components for sharing.
- Worked closely with design for final level layout using those components.
- Used ray tracing for lighting.
- Established final composition
of levels.
- Did additional work on two other unfinished levels to
completion.
Whiplash (PS2/Xbox):
- Conceptualized and built terrain and object mesh, made textures,
baked lighting for entire Endurance level.
- Constructed components
to detail level mesh for faster level layout.
- Worked closely with
design to implement consistent visual language and continued gameplay improvements.
- Worked with closing team to clean, fix and rebuild other levels for beta submission.
Z-Axis, Ltd. (7/00 - 11/01) Senior
Level Artist: Dave Mirra's BMX II (PS2):
- Did layout work and built mesh and baked lighting for two levels.
- Worked with programming and tech artists to improve art tools.
- Did close-out work, levels clean-up, and fixing bugs.
CrystalDynamics, Inc. (12/96 - 7/00) Level
Artist: Disney Cart Racing (PS1): - Did lay out for the Autopia track, building all of the art for the level, created textures,
and baked vertex lighting for the level.
- Created a high-res Cadillac
render for a loading screen, as well as doing the art work for the game map screen.
Soul Reaver (PS1): - Conceptualized, then
built all of the level mesh and did all of the lighting for the Sunken Abbey, Raziel's temple, Aluka Castle.
- Coordinated with texture artist for clean texture/UV implementation.
- Worked closely with design to help them implement game improvement changes.
- Helped develop pipeline to morph normal game play world into "spectral" world.
Pandemonium 2 (PS1): - Worked
on multiple levels, including sketching concepts, building mesh, creating all of the level specific textures, painted
vertex lighting, and implemented effects.
Abalone, Inc.
(11/95 - 12/96) Junior Artist: Junk (unpublished; PS1): - Did
level concepts, built level mesh, painted textures, and baked in vertex lighting.
Published Titles:
- Tomb Raider Legends (PS2, XBox 360)
- Project:Snowblind (PS2)
- Whiplash (PS2)
- Dave Mirra's
BMX II (PS2)
- Walt Disney World Cart Racing (PS1)
- Soul Reaver (PS1)
- Pandemonium 2 (PS1)
Education:
- UC Berkeley, BA in Architecture, 1989
Interests and Hobbies:
Games, including first person shooters, third person action games, and racing games; listening to music; playing music
(guitar); watching movies; reading; exercising; drinking lots of coffee and wine
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