Currently, I'm Director of CG for Next Now Agency's creative department. We craft digital experiences for physical and virtual spaces . This is done by using the latest and most cutting-edge toolsets in the following areas Virtual Reality Platforms(VR), Augmented Reality Platforms(AR)offline and Real-time rendering engines, Camera projection installation, as well as various other types of interactive experiences. I take a solutions-oriented approach to both CG and Design problems in production working alongside the Executive Creative Director to find the best solutions to get the project out the door. Collaborating with Artists and Designers and their Directors here at Next now allows us to produce forward-thinking ideas and creations for our clients
As the Studio Manager, I support the art team as the department's direct supervisor across 3D and Design. I lead the charge in professional development planning, and scheduling as well as the author of strategic workflow through technical art direction, across all projects at the agency. I lead the charge in pipeline development and project problem-solving, software training, and artist development. , the role is critical to ensuring that the Creative Director has the support needed, as well as ensuring the rest of the Department is working at optimal levels in terms of both quality and strategy. As the Studio Manager, it is my responsibility to have daily insight into the team’s work and leading the different departments through a solutions-oriented approach to completion of their daily task.
As the Design Team Manager, I support the art team as one of Next/Nows direct supervisor over the art department. I lead the charge in professional development planning, strategic workflow, project problem solving, software training etc., the role is critical to ensuring that the Art director has the support he needs, as well as ensuring the rest of the team is working at optimal levels in terms of both quality and strategy. The Design Team manager is responsible for having daily insight into the team’s work and co-leading the team through a solutions-oriented approach.
Lighting:
• Efficiently creating the light for environments and setting the mood of the level
Rendering tools within 3D Studio Max
• Supported 3rd party lighting experience
• Utilized Brazil Render, Mental Ray for Autodesk 3d Studio Max
Modeling:
• Designed and implemented polygonal modeling of in-game environment assets for various platforms
Texturing:
• Developed a variety of textures using photo-manipulation and hand-painted methods
I am a part of the Community Outreach team for Cgcookie.com. My role on the team is being the initial interfacing contact person with the community through coordinating and teaching workshops at local libraries, high schools, colleges and creative studios. In the midst of it all, I also promote Blender: An open sourced 3D modeling, animation, and Visual FX software package.
I pride myself on building positive social interactions by organizing fun and enjoyable events within the community. The goal is to create a learning and interactive environment for students and/or professionals.
Adjunct Instructor: Chicago, IL
• Conducts Various levels of Game art and Design courses
• Educates students in order to help achieve their educational goals
• Delegates skill-appropriate assignments to stimulate natural artist ability
I am responsible for crafting the pipeline requirements for the environment team, working directly with The Art Director , the Jr Art Director and Project Director to establish the artistic direction and styles of the environments with in their current project, (Visions of Zosimos), I also strive to create a demanding and fun atmosphere for our environment Artists to work and learn in .
• Responsible for Final Level Art, layout and design for various current generation titles at the studio
High Voltage Software Positions:
• Environment Artist: September 2008 – August 2010
• Lead Artist: December 2007 - September 2008
• Promotion to Environment Artist: December 2007
• Prop Object Artist: March 2007 - December 2007
Primary Duties:
Lighting:
• Efficiently creating the light for environments and setting the mood of the level
• Utilized a mixture of texture-baked lighting methods for older generation platforms and vertex-based lighting
• Implemented the use of Radiosity Rendering tools within 3D Studio Max
• Supported 3rd party lighting experience
• Utilized Brazil Render for Auto desk 3d Studio Max
• Light Mapping
Performed the manual breakdown of essential environment pieces
Designed the scenery lighting using Brazil Render
Once rendered, introduced the light maps manually back into the
environment
Modeling:
• Designed and implemented polygonal modeling of in-game environment assets for various platforms
Texturing:
• Developed a variety of textures using photo-manipulation and hand-painted methods
Layout/Grey Box Implementation Level Design:
• Created and implemented new ideas on various layouts, essential to the overall level design
Primary Duties:
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Environment Artist: Object/Environment Modeler
• Responsible for in-game objects and other environmental assets for current generation and next generation games
Environment Lead Artist:
• Managed and mentored a small team of contract artists
• Provided training and assistance on pipeline setup as well as artistic
guidance
• Built playable geometry when needed
• Team Scheduling
• Helped rig and export art assets
• Implemented and owned all aspects of assigned levels
• Conducts Various levels of Game art and Design courses
• Educates students in order to help achieve their educational goals
• Delegates skill-appropriate assignments to stimulate natural artist ability
Consulting on brand management for all the various Brands of Delta Beta Lambda internal and external projects , Lead Artist on website Look development.I also made various Art related decisions when it comes to the company's artistic needs as well.
• Responsible for in-game environments and accountable for cinematic environment assets for next generation titles
Primary Duties:
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Texture artist
• Integrated UV unwrapping and texture layout of various environmental assets for in-game and front end use
• Hand-painted and photo-manipulated textures utilizing Photoshop
Modeling:
• Designed and implemented polygonal modeling of in-game environment assets for various platforms (Xbox 360 & Sony PS3)
• Integrated high resolution modeling of environmental structures and assets for cinematic scenes
Photography:
•Researched numerous Chicago-land locations throughout the metropolitan area for references to be developed in CG cinematic proof of concept video
Concept/Matte painting:
•Hand-painted over reference pictures/ 3d geometry and photos
•Developed an assortment of “mood” pieces, expressing specific themes for cinematic proof
Primary Duties:
Modeling:
• Modeled 3D exhibit designs and architectural renderings
• Formulated architectural planes and Autodesk Cad files to create accurate 3D representations of exhibits and various architectural visualization projects
Lighting & Rendering:
• Demonstrated designs and architectural renderings
• Introduced new lighting methods to the team by providing benefits of external 3rd party rendering methods to increase time and efficiency
Texture Work & Shaders:
• Created procedural shaders for exhibit designs and architectural renders
• Developed visual concepts for companies in various market niches (For example: Film, commercial and computer/console games)
• Responsible for transforming concept art into 3D models