- 10 years of Leadership experience and 20 years in the game industry.
- Detail oriented, organized, and technical (rigs, problem solving, pipelines, best practices)
- Excellent written communication as well as documentation and tutorial experience.
- Always working towards the big picture studio goals.
Learning: Houdini cloth, Unreal shaders
Loves: Games, Film, Anatomy, Cloth Sim, Mentoring, Hockey.
• Digital Human creation for Unreal Engine.
• Garment creation, simulation, and management to the specifications of the Directors.
• Manage a small group of remote asset developers for continued support of a live service.
• Shipped the Hard Feelings music video!
• Provide overall artistic leadership and review all art assets for quality and continuity with the Creative Director’s vision.
• Light key assets through static and dynamic lighting.
• Help and manage art outsourcers to provide feedback, determine opportunities for efficiencies and cost savings, and help integrate art assets into the engine.
• Support the creation of marketing and pitch materials.
• Digital Human creation from photogrammetry scans of actors for Unreal Engine.
• System Shock 3 clean room tyvek suits for scientists before and after mutant infection.
• Continued creation of many items of clothing and complete outfits including accessories for Brud. Brud is a transmedia studio that creates digital character driven story worlds (Virtual Digital Influencers).
• Manage a team of twelve internal artists & additional outsource artists to meet art direction and scheduling requirements.
• Successfully brought high fidelity art to the mobile market. Featured in Apple's Gloriously Gorgeous Games category.
• Organize lunch and learns for artists to share new techniques and demo tools.
• Recorded and shared tutorial videos featuring new techniques and tools.
• Hands on creation of marketing materials.
• Created six video classes for this, Top 10 in the world, VFX Training center.
• Intro to ZBrush, sculpting a rock, and sculpting folds.
• Intro to Marvelous Designer, creating complex patterns, integrating ZBrush into a MD workflow forward and backwards.
• Converted all the characters over to PBR.
• Worked closely with the rendering engineer to fine-tune shaders.
• Established the first female base meshes and skeletons on a new project.
• Created a database of all the sculpts the company has ever created.
• Character support and content creation for a live free to play game.
• Created, maintained, marketed, and ported Moto X Mayhem. Winner of several contests and played by over 60 million people.
• Hired and managed a small team of four to release in-app purchases, updates, spin-offs, and ports.
• Created content for additional games.
• Created Wei Shen, the player character, and managed production of unlockable wardrobe.
• Provide direction, feedback, and scheduling to two character artists generating Wei's wardrobe.
• Created male and female base sculpts and rigs.
• Hired and managed a small team to reach deadlines and realize client art direction.
• Created contract art for various console games.
• Managed a small team to reach deadlines and realize art direction.
• Remotely receive and act on feedback from Bioware directors.
• Created characters for a Bioware sequel which was not released.
• Interfaced with Engineers and Animators to accomplish character gameplay goals.
• Provide support and direction for the character team.
• Create new rigs, systems, and characters to meet the demands of games like Prototype.
• Created many stylized characters for the game, Bully.
• Managed a team of twelve artists to reach deadlines and realize the art direction.
• Created a wide variety of art for PC games.