A game industry veteran with over 20 years of experience, looking for opportunities that will build on my leadership and managerial experience, while pushing my technical and creative skill set further.
Past Projects / Clients include:
- Unannounced - Capcom Games Vancouver
- Command & Conquer - PC / Origin - Electronic Arts / Victory Games
- Sports Connection - Wii U - Ubisoft Vancouver
- Motion Sports Adrenaline - PS3 / XBox 360 - Ubisoft Vancouver
- Tron: Evolution - PS3 / XBox 360 - Propaganda Games / Disney Interactive
- Turok - PC - Propaganda Games / Disney Interactive Studios
- Rainbow Six: Vegas - XBox 360
- Rocketmen: Axis of Evil Webisodes - Raichert Media / Wizkids Entertainment
- Crash Demo - XNA / GDC / E3 - Pseudo Interactive, Inc.
- Cel Damage - XBox / PS2 - Pseudo Interactive, Inc.
- Ultima IX - PC - Origin Systems, Inc.
- Ultima Online - PC - Origin System, Inc.
Skills:
- Content Creation: Procedural Materials, Physically-Based Rendering, Lighting, Modelling, Texturing
- DCC Applications and Middleware: Unity, UDK, Havok, Simplygon, Substance Suite, Modo, Maya, ZBrush
- Scripting / Programming: Python, PySide, PyCharm, C#, MEL Scripting
- Content Profiling / Optimization
- Project Management: JIRA, Confluence, Dev Track, Office
- Leadership: People / Team Management, Career Development
Work History
CG supervisor
Electronic Arts Canada
November 2015 - Present
Technical Art Director
Capcom Vancouver
March 2014 - September 2015
Burnaby, British Columbia
I lead an onsite team of Senior Technical Artists representing multiple Art and Product Disciplines. As the TAD, my focus is driving improvements in Process and Pipeline through improved communication. The ultimate challenge for any Technical Art Team is in maximizing our ability to affect change at the Product and Studio levels by exploiting our unique position at the hub of games development. My role as a TAD is to enable our team to achieve their full potential.
Technical Art Director
Electronic Arts
March 2012 - October 2013
Playa Vista, California USA
Led 5 Technical Artists distributed between LA and Shanghai to architect, troubleshoot, and automate our art production pipeline using the Frostbite 3 engine in the creation of Command & Conquer, the first RTS game on that platform. Special focus on Lighting, Materials, and Rendering as well as performance profiling and memory optimization.
Technical Art Director
Ubisoft Vancouver
March 2011 - January 2012
Vancouver, British Columbia Canada
Collaborated with the Art Director and the Tools and Rendering Teams to identify and drive feature development for Motion Sports Adrenaline and Sports Connection. Special focus on developing content creation workflows and standards of our physically-based rendering pipeline for Sports Connection.
Technical Art Director
Propaganda Games
July 2007 - January 2011
Led 2 Technical Artists to troubleshoot and further-develop our existing pipelines on Turok. Led VFX and Lighting teams to address the special needs of Tron: Evolution. Special focus on the development of a batched "reflection card" system that was eventually included with the UDK, as well as championing the use of the Beast Lighting Technology.
Projects:
Studio Account Manager - Autodesk
Turok PC (2008)
Turok 2
Tron: Evolution - The Video Game (2010)
Technical Director: Art
Ubisoft Montréal
July 2004 - June 2007
On Rainbow Six: Lockdown and Rainbow Six: Vegas, teamed with artists to identify, develop, and document ideal workflows in conjunction with the Software Engineers. On Shaun White Snowboarding, I designed a procedural generation workflow via World Machine that enabled artists and level designers to rapidly prototype playable mountains for our open-world snowboarding game.
Projects:
Coordinator - ZBrush 3 Beta
Shaun White Snowboarding (XBox 360 / PS3) - Technical Director : Graphics / Level Design
Tom Clancy's Rainbow Six : Vegas (XBox 360) - Technical Director : Graphics
Tom Clancy's Rainbow Six : Lockdown (XBox) - Art / Technical Direction
3D Production Specialist
Raichert Media
March 2005 - November 2005
3D Shot Production for web episodes promoting Wizkids' 'Rocketmen' tabletop game.
Duties:
-Modelling (NURBS)
-Texturing (Illustrator and Photoshop)
-Animation (Maya and After Effects)
-Cel Shaders (Mental Ray)
-Post Production and VFX (After Effects / Maya)
-Render Network Setup and Maintenence (OS X / X11)
Art Director / Technical Art Director
Pseudo Interactive, Inc.
January 1998 - May 2004
Projects:
Cel Damage
Cel Damage Overdrive (PAL PS2)
Vectorman (PS2 - Cancelled)
XNA "Crash" Demo (GDC / E3)
Full Auto
Responsibilities included:
-Art Team Management / Scheduling
-Establishing and Maintaining the visual style
-Graphics Technical Direction
-Employee Reviews
-Member of the company's Steering Comittee
-Many other tasks
As a critical resource in a small company, I participated in almost every step of the production process for several years.
Lead Artist
Ion Storm
March 1997 - November 1997
Projects:
Doppelganger (PC - Cancelled)
As a Lead Artist, I was largely responsible for colaborating with the Engine Programmers in prototyping the Character and Terrain systems for an unreleased project. Characters utilized a voxel-based rendering method, while the Terrain system was a largely-procedural, pre-rendered sprite array.
Advanced Graphics Specialist
Origin Systems, Inc.
March 1995 - March 1997
As an Advanced Graphics Specialist, I provided content for both cinematic and runtime use by way of Alias Power Animator, 3DS Max, Lightwave, and various compositing applications and game engines. Notable duties:
Ultima IX
-Character / Object Modeler and Character Animation
-Animation System development / documentation
-Cutscene VFX / Integration
Ultima Online
-Cutscene Artist