Lead head artist: Defined the look of heads for the 3 different races in Destiny. Led a small team, where we concepted and created the heads, hair and facial decals. Created almost all heads in the game. Worked on cinematic characters in Destiny and future releases. Once the heads and cinematic characters were finished, I jumped on in-game player characters/combatants, working on gear/armor sets , decals, shaders, and dyes.
Character Artist
WBGames
March 2009 - June 2011
Created a range of different character types for in game as well as cinematics. Helped build new tools, worked on character concepts, and prototyped shaders.
lecturer
Digipen experience
May 2008 - September 2010
Given a few lectures and a 2 week seminar on character creation. Tutored students in
areas such as modeling, unwrapping uvw, texturing, rigging, skinning, and animation.
Acted as a liaison between students and teachers to help build a better program. Was part
of a few team projects, while in school, where I had a lead role. I created schedules,
gave weekly tasks, and designed our workflow, on top of my art related tasks.
Skills
3dsmax(5 years)
-Modeling, Animation, Rigging, UV Unwrapping, Texturing, Lighting
Maya (4 years)
-Modeling, Animation, simple rigging, UV Unwrapping, Texturing, Lighting
Zbrush (4 years)
-Exporting Normal, Displacement, and Bump maps
-Digital sculpting and painting
PhotoShop (8 years)
-Creating textures ranging from cartoony to realistic, digital paintings, photo
manipulations
Flash (5 years)
-Creating animations, some action scripting
Drawing (15 years)
Sculpting (5 years)
After Effects (3 years)
Character Artist
ACES Studio (through Filter, Inc)
August 2008 - January 2009
Worked on background characters for TrainSim 2. Took existing assets and cleaned them
up to fit our character variation system. Added a new set of heads (male and female) for
a wider range of characters, while sticking to the technical boundaries of the game, but
pushing the aesthetic and appeal of the characters. Worked on side projects to help
promote the studio; these projects were seen by some of the top people in Microsoft.