Studios seek to foster quality and leverage efficiencies within the creative and development process to manage costs associated with it. The time it takes to create art coupled with the how long the assets stay malleable through the process, directly effects the profit margin. My experience and knowledge focuses on leveraging these efficiencies while setting the highest possible quality bar.
Work History
Art Director
KIXEYE
September 2015 - Present
Instructor
The animation Workshop
November 2015 - December 2015
Lead Environment Artist
KIXEYE
December 2013 - September 2015
https://www.kixeye.com/game/tomeimmortalarena
Senior Environment Artist
Electronic Arts
April 2013 - December 2013
Battlefield Hardline
Worked with rendering TDs to develop "Next-Gen" shader presets under the PBR (physically based rendering) shading and light model.
RandD'd and created modular architectural asset kits including textures and Materials.
Initial planning and layout of E3 reveal and demo level.
Mentorship and assistance to contractors and junior staff.
Developed complicated destructible vehicles.
Battlefield 4
lead the final creation of BF4's 5th level of the campaign named "kunlun mountains" (prison escape).
Layout, iteration, and polish on terrain a
Digital Modeler
Adhesive Minds LLC
July 2012 - March 2013
In charge of shooting photo reference on location.
Organizing and processing photo reference combined with real-world measurement data to output unique texture tiles and dense poly data.
Facilitating the extraction of bump/displacement maps from poly data.
Authoring clean, re-topologized (by hand;in maya), poly geometry to use in the final shot or as tracking data for CG elements that need spatial match in final plates.
Facilitating the creation of HDR environments. With this method, I replace the traditional spherical HDR setup and light the spaces
Instructor
The animation Workshop
October 2012 - October 2012
Viborg, Denmark
Instructed 4 large groups of 3rd year CG film students on how to take fully CG environments from animatic/concept to final completion/render. Integrated industry techniques on scene and data structure using referencing to manage extremely heavy scenes containing several elements that could potentially crash maya if not managed properly. Provided guidance and instruction during the process of creating environments for their bachelor projects (5-10 minute shorts) that are to be completed in 9 months. Workshopped advanced lighting techniq
Senior Environment Artist
Crystal Dynamics
December 2009 - June 2012
Tomb Raider 9 (2013 reboot)
lead the creation of several levels and their parts including:
planning
World building
Modular kits
Kit bash sets
Destructibles
Vistas
Lighting
Texturing
Node based scripting
Shader creation
Material creation/tuning
Streaming setup
Look development
R and D
Polish
Mentoring Juniors and other Seniors
Trained nearly all new environment staff that were hired between late 2009 to mid 2012
Worked directly with engineering to develop features for proprietary engine/editor (horizon) and maya tools.
Lara Croft and The G
Instructor
The animation Workshop
October 2010 - October 2010
Viborg, Denmark
instructed the ENVIRONMENTS IN CG international bachelor program. Guided 21 2nd year students through an instruction and workshop to set up and complete seven 30 second shorts. This course was aimed to inform the students how to realize, organize, and execute fully CG sets and scenes. Techniques covered include, custom setups for maya with emphasis on modeling, setting up complex urban environments, and creating an asset library. Instilled understanding of polygonal, catmull clark, and NURBS tessellation and how and when to use/edit t
Environment Artist
Electronic Arts
February 2009 - December 2009
Medal of Honor 2010
1 year contract to help develop levels for demos and vertical slice. World building, modeling, texturing, material creation, and data management using unreal 3.
3d Generalist
Motion Theory
December 2008 - March 2009
created environments for high profile commercial spot airing on super bowl XLIV.
https://motionographer.com/theater/motion-theory-nfl-run/
created environments for a callaway commercial spot.
https://www.motiontheory.com/work/callaway_phil-mickelson
lead environment artist
Factor 5
May 2008 - December 2008
Asked to be lead environment artist on factor 5's latest high profile project.
Worked directly with tech leads to develop and manage a destructible open-world city environment. Worked directly with concept teams to develop a stylized art deco city.
Established and managed the creation pipeline for environment artists to follow. Created and managed a large set of docs pertaining to the workflow and data management of the complex and unorthodox techniques used to create large city environments not yet seen in any PS3 release prior to that time.
The unanno
Environment Artist
Factor 5
January 2006 - May 2008
Lair (PS3 launch title)
Modeled and assembled stylized cities for open world game.
Created hundreds of in-game foliage assets.
Assisted designers with level layout and terrain creation.
Built strong relationships with art leads and director to understand and execute highly stylized assets.
Worked under strict look guidelines for all elements going into the game.
3d Generalist
Adhesive Minds LLC
December 2005 - February 2006
created hyper-real CG animations for the "Panorama Towers" project, the upscale condos located on the vegas strip that were eventually featured in Time magazine.
Character TD
Palma VFX
2005 - 2006
created 9 massive maya files that became EA's famed "Create a Player" (male head, Pro male head, female head, Pro female head, male body, Pro male body, female body, Pro female body, and accessories)
created/sculpted thousands of facial and body blend shapes. Modeled and textured licensed and un-licensed clothing for pro/fantasy characters. Connected mesh shape, shader, and blend shape nodes to proprietary game engine.
Digital Modeler
The Orphanage
August 2005 - December 2005
created buildings for metropolis
Superman Returns
Lead Environment/Set Modeler
LiDAR VFX (formerly LiDAR Services)
November 2001 - November 2005
Operated LiDAR scanners to generate pointclouds of real-world locations and film sets. Aligned and stitched combined light intensity data from the scans to assemble pointclouds. Finally, using the pointcloud data as reference, we modeled clean, millimeter accurate geometry to be used as tracking elements or rendered in the final plates.
We were a few of the originators to use long range LiDAR capture equipment to create award winning VFX. Built millimeter accurate models of sets and locations ranging from urban sprawl to kilometers of rugged countryside
Alumni
Gnomon School of Visual Effects
2000 - 2003
Environment Artist
V Squared Labs
August 2002 - September 2002
created realistic 3D scenes for the on-stage performance visuals of the band, KoRn.
Computer Graphics Supervisor
Poliform USA
January 2001 - January 2002
modeled, shaded, lit, and animated hyper - real environment flythroughs for clients including bang and olufson, michael jordan, and brittany spears.