Instrumental in bringing many game engines to Salt Lake City (i.e. Renderware, Spore, the Harry Potter Engine, and the Sims Engine.) Regularly worked with outsourcing teams and cross-platform development. Created the Nerf Wii Peripheral Blaster. Planning, Scoping projects, and Setting achievable milestones for self and team. Work continually on side video game projects at home and with others. Received numerous internal awards and recognition for contributions and outstanding performance on many difficult projects. Easily adaptable to new challenges and development processes.
Technical Art Lead
Electronic Arts
October 2001 - January 2014
As a Technical Art Lead my responsibilities included: Planning, Scoping projects, and Setting achievable milestones for self and team, Project planning, Sprint Planning, Agile Production, Pipeline Development, Project Management, Source Control, Integrating new content, Training, Scripting, VFX, Content Reviews, 3D Modeling/Rigging/Animating/Texturing, Android Optimization, Development and Deployment, IOS Optimization, Development and Deployment and Reviewing different game development engines for future development. I also know my way around C#, some PHP, and JavaScript.