Revamped the creation of all character assets on Tome: Immortal Arena to help unify the look of the characters and help them read better from an isometric camera.
Introduced hand painted texturing techniques that still worked well with more modern shader pipelines in Unity. Struck a good balance between the two.
Working with my Creative Director and Art Director, I provided art direction on character concepts and in-game character assets, as well as produced character concepts and in-game art.
Facilitated
Senior Character Artist
Blizzard Entertainment
August 2006 - February 2012
I worked at Blizzard Irvine on Diablo 3 as a Senior Character Artist.
Concepting, modeling, and texturing were my main duties, with an emphasis on modeling and texturing.
Led development of the character pipeline and methodologies when the project was in its infancy at Blizzard North.
Localization of character assets.
3D Artist
Factor 5
2005 - 2006
Modeled and textured various next-gen characters and creatures for the Sony PS3 game Lair.
Artist, Lead Character Artist
Blizzard North
December 1998 - August 2005
Concept art, modeling, texturing, rigging, animation and of character assets and weapons. Oversaw character asset production.
Concept and 3D Artist
Shout Interactive
1997 - 1998
Created characters and environments for various web browser enabled real-time 3D projects. Some of these were more akin to virtual walkthroughs rather than games. Duties included everything from concepts to 3d modeling and animation.
Concept and 3D Artist
Hollyworlds
1997 - 1997
Created characters, animations, and environments for various web browser enabled real-time 3D games related to Hollywood properties such as Xena: The Warrior Princess and An American Werewolf in Paris.
Artist
Gravity, Inc
1995 - 1997
I did storyboards, concepts, 3d modeling, and texturing on multiple projects.