A senior environment artist with over 20 years as a professional CG artist, almost 16 years of that as an environment artist in the videogame industry. I've worked on 12 shipped titles, some start-to-finish, some cross-studio, some partial, some with minor contributions. I've created and managed assets in multiple game engines and production pipelines. I'm primarily a production environment artist, but I enjoy working with design and engineering teams to improve workflow, gameplay, and performance. I recently joined SCEA's team, and wow, just great people, great talent all around. I love it.
Shipped titles I've worked on include:
- Drakan: Order of the Flame (Surreal)
- Drakan: The Ancient's Gates (Surreal)
- The Suffering: Ties That Bind (Surreal)
- Lord of the Rings: Fellowship of the Ring (Surreal)
- Stranglehold (Midway)
- Blacksite: Area 51 (Midway)
- Wheelman (Midway)
- Fear 3 (Midway/Warner Brothers)
- Dungeons and Dragons Online (Turbine/Warner Brothers)
- Lord of the Rings: War in the North (Snowblind/Warner Brothers)
- Defiance (Trion Worlds)
- Middle Earth: Shadow of Mordor (Warner Brothers)
Software Experience
Maya: 7 years game production experience
3DSMax: 8 years, 7 years game production experience
ZBrush: 6 years game production experience
Photoshop: 15 years, 14 years game production experience
3DCoat, Crazybump, and XNormal: 5 years game production experience
SpeedTree: 8+ months
Game Engine Experience
Unreal 3: 5 years
Monolith: 4 years experience
Snowblind: 8 Months
DayOne: 6 months
Surreal's Riot engine: 6 years
Trion Worlds World Tool: 8 Months
Specialties: High and low poly modeling and texturing of architecture and terrain assets. Hand-painted, photo-referenced, and rendered textures for architecture, terrain, props, foliage, and weapons. Shader network management. Content management, set design, optimization, and workflow.
Work History
Unemployed
Freelance
September 2022 - Present
Orem, UT USA
Job hunting. Skills: Sculpting · Set Dressing · Concept · Texturing · 3D Modeling
Vehicle Artist
Turn 10 Studios
December 2019 - June 2020
Redmond, WA
Monolith Productions
October 2015 - April 2016
Creating and managing in-game assets, such as props, buildings, terrain, weapons, content placement and optimization. General collaboration with lighting, fx, and design.
Senior Environment Artist
SCEA PlayStation
December 2014 - June 2015
Greater San Diego Area
While at Sony's VASG studio, I mainly worked on Sony Bend's Days Gone title, reviewing outsource work from vendors in China and India to ensure they met the client's visual and performance needs, with some content creation as needed.
I hope it doesn't sound like I'm flighty. This contract ended early, because we'd be sitting around for a month waiting for some of the outsource studios to send in work. The way they explained it to me was, it was budget. I wanted to work on things, but we'd sit there for weeks on end waiting for things to come in, and it just wasn't practical. *sigh*
Warner Bros. Entertainment Group of Companies
September 2013 - June 2014
I've just wrapped up working with members of a very experienced team on architecture, terrain, props, and other general environment content on Middle Earth: Shadow of Mordor, for XBox1, PS4, and PC.
Senior Environment Artist
Trion Worlds, Inc.
September 2012 - July 2013
Greater San Diego Area
While at Trion Worlds, I was focused on creating organic artwork for Defiance, involving lots of SpeedTree foliage, both local and alien, hand-painting custom texture sets, modeling and texturing architecture and props, and exploring new tech for optimizing performance and workflow.
The way this ended, was, Defiance didn't sell nearly as well as hoped. I worked on it until it shipped, but afterwards, they closed the entire studio, so, everyone went to different places. I went back to Monolith, and referred one of the lighting artists, who worked with me on wrapping up Shadow of Mordor. We had a great HR rep, Stacey Frias, who helped immensely with getting people re-situated.
Senior Environment Artist
Surreal Software/Midway Entertainment/Warner Brothers Games
March 1999 - November 2011
Greater Seattle Area
12 years 9 months
Responsibilities:
Creation of environment art content, including modeling and texturing architecture, foliage, terrain, some character work, and props. With collision and physics, optimization for the PC, XBox 360 and PS3 consoles, using Maya, 3DSMax, SpeedTree, Photoshop, ZBrush, nDo, and CrazyBump, and various game engines, for the following shipped titles:
- Drakan: Order of the Flame
- Drakan: The Ancient's Gates
- The Suffering: Ties That Bind
- Lord of the Rings: Fellowship of the Ring
- Stranglehold
- Area 51: Blacksite
- Wheelman
- Fear 3
- Lord of the Rings: War in the North
This ended when there was a large title cancelled. WB had combined Snowblind, Monolith, and Midway/Surreal into one massive studio. There were a bunch of layoffs, not performance-based, I caught a glimpse, it was, "This many people in this department, this many people in this department, this many people in this other department..." And so on, it was indiscriminate, just numbers, to be fair. Anyway! This was when I moved to San Diego to work at Trion Worlds.
CG Artist
Glyphx
April 1997 - February 1999
Pleasant Grove, UT
Created CG imagery and animation for companies' ad campaigns, video games, and websites. Worked directly with Andrey Zmievski in creating plug-ins for 3DS Max, including procedural textures, cloth simulation, and blendshape tools. Wrote the Surface Modeling chapter for Inside 3D Studio Max 2.
It... I'm afraid to say, was a stepping-stool. I saw the writing on the wall. I didn't hate it, it actually launched my career in the games industry. It was a two-man studio, which just isn't viable. Admirable venture, but, well... at least we tried!
3D Modeler
Viewpoint Datalabs
June 1995 - April 1997
Orem, UT
Created 3D models for both the Viewpoint catalog, and for clients, ranging from minor props, to characters, to architectural visualization. My job also involved some sculpting, 3D digitizing, and motion capture cleanup. One of my primary tasks was spearheading research into PC based 3D software, including beta-testing 3DSMax, and how we could use it for future projects.
This was just prior to moving over with Todd Sheridan, one of their character art leads to GlyphX. Reason I left, was I was just a 3D Xerox machine at Viewpoint. I mean, I became good at it, but it was just making things others had designed, instead of making art. There was no creative license. Which is fine, you make things the client wants to exact spec, but I wound up feeling like a drone.
Staff Artist
ClassAct Multimedia
April 1994 - June 1995
Orem, UT
1 year 2 months
Responsibilities: 3D logo treatments, authoring and creating interactive training
materials for graphics software.
While I really liked the team there... I don't like to say things bad about anyone, so, no names, but the owner was manic/depressive. Bipolar. He'd be ready to give you a raise or promotion one day, ready to fire you the next, and back and forth and back and forth like that. It was too chaotic.