I have spent the past 15 years leading teams and building worlds on several award-winning game titles. Including: Rise of the Tomb Raider, Dead Space, Dead Space 2, Dead Space 3, Lara Croft and the Temple of Osiris, The Godfather 2, and several other titles.
Work History
Lead Environment Artist
Cryptic Studios
August 2019 - Present
Los Gatos, CA
Leading a team of 9 in-house artists to build the worlds for Magic: Legends
Art Director
Dasein House
November 2016 - Present
Co-founded Dasein House to bring AAA quality experiences to augmented reality
Spiritwalk Games
March 2016 - September 2016
San Mateo, California
Equity member of the talented team at Spiritwalk Games to help define the world art direction
Senior Artist
Crystal Dynamics
August 2015 - February 2016
Redwood City, CA
The Rise of the Tomb Raider world is built using:
• High-to-low resolution transfer modeling
• Physically-based rendering techniques
• Advanced probe lighting
• Modular asset construction
• Integrated Simplygon LOD (Levels of Detail); custom LODs
Tombs
The team's mission is to "Put the 'Tomb' back in Tomb Raider!". Working closely with our Montreal studio, we created all the tombs in ROTR.
My role is asset creation, lighting, world building, storytelling and bug fixing (of course).
Open World Levels
Our overland team is in charge of building one of three spaces we call a "hub". Hubs are large open-world spaces Lara explores to discover paths to new and deeper story archs.
My role is world building, asset creation, storytelling and more bug fixes.
Lead Environment Artist
Crystal Dynamics
January 2012 - November 2012
Redwood City, CA
• Internal and external art direction for all game levels
• Asset modeling, textures, rigging, environment animation and world building
• Lighting for all scripted times of day
• Outsource management
• Created and maintained schedules for all internal artists
Environment Artist - Team Lead
Visceral Games
March 2010 - January 2012
San Francisco Bay Area
Create rich, storytelling environments for the Dead Space franchise - a 3rd person, action, thriller.
Environment Artist
PlayStation
January 2009 - March 2010
San Francisco Bay Area
Helped to establish target look-development for the PlayStation Home project carrying them from pitch to completion, created PS Home Spaces for the titles FarCry 2, SOCOM, and several other unique Spaces.
Environment Artist
Electronic Arts
February 2008 - December 2008
Environment creation for the "Dead Space" and "The Godfather II" games.
Senior Environment Artist
Sony Online Entertainment
April 2007 - January 2008
Sole artist on a prototype game. Created all art to carry from concept, pitch, greenlight to demo.
Senior Artist
Sigil Games Online, Inc.
2003 - 2007
Responsible for modeling, texturing and lighting entire cities for the game Vanguard:Saga of Heroes.