29 year CG veteran of games, film and mobile/AR industries. Have held a variety of roles including Senior Artist/Modeler, Hard Surface Artist, Leave Environment Artist, Tech Artist and Generalist. Experienced with Maya, UE4, ZBrush, Substance Suite, Perforce and more.
Work History
Senior 3D Artist
Freelance
November 2023 - Present
Modeling, environment work, team leadership
Senior/Lead 3D Artist
Waysun Inc.
November 2020 - September 2022
Maya, Substance Painter, Unity. Primary artist working on mobile and Quest 2 projects. Working with engineering and mentoring / training junior staff.
Lead Artist
Firesprite
November 2020 - August 2022
PS5, UE5, Maya, ZBrush, Speedtree, Houdini.
Team building and leadership, cross department coordination / collaboration, initial outsource planning, look dev and planning / scheduling.
Reason to leave: Personal / career based.
Senior 3D Generalist
Magic Leap
October 2016 - June 2020
Miami/Fort Lauderdale Area
Environment art, modeling, textures, shaders, performance optimization, blue print development in UE4, Unity asset development.
Senior 3D Artist
Edge Case Games
September 2014 - May 2016
West Palm Beach, Florida Area
Fractured Space. Modeling high and low detail hard surface and organic assets. Shaders and texture work. UE4 development.
Reason to leave: Project closure / layoffs.
Instructor
Ringling College of Art + Design
January 2014 - August 2014
Sarasota, Florida Area
Teaching / tutoring and sophomore and junior students 3D modeling, Subdivision surfaces, texturing, UV layout and sculpting. Also teaching and tutoring sophomore level programming for artists (MEL/Python scripting)
Reason to leave: Academic year based employment
Senior 3D Environment Artist
n-Space
June 2013 - October 2013
Orlando
Creating environment art for a 3rd person action adventure game (modeling, textures, shaders and level layout, dressing, lighting and optimization) in Unreal 3. Also working closely with engineers and performing PIX investigation and resulting level optimization for Xbox 360.
Reason to leave: Project closure / layoffs.
Pre-viz Development Artist / Modeller
Digital Domain
April 2012 - September 2012
Port St Lucie, Florida
Set design and modeling. I worked on, and assisted in the design of, 4 sets in my short time on the digital feature the Legend of Tembo prior to the closure of the Florida studio. 2 of my sets were the first to go into full production. Work consisted of high and medium detail modeling in Maya, tool specification and interfacing with TDs.
Reason to leave: Studio closure
Digital Artist / character rigging
Lucasfilm Animation
August 2010 - December 2011
San Francisco Bay Area
Pre-production modeling and character rigging for CG feature.
Hard Surface Modeler & Painter
Industrial Light & Magic
June 2008 - September 2010
San Francisco Bay Area
RANGO - Sub-D hard surface and organic modeling. Additional layout / proxy / pre-viz modeling and texture painting.
STAR TOURS 2 - Sub-D hard surface and organic modeling and texture painting
TRANSFORMERS 3 - Sub-D hard surface / character modeling
RED TAILS - Hard surface modeling
Lead Environment Artist & Senior Environment Modeler
LucasArts
December 2006 - June 2008
San Francisco Bay Area
Lead Environment Artist (unreleased project)
Senior Environment Artist (The Force Unleashed)
Lead Artist
Irrational Games / Take Two
May 2006 - November 2006
Quincy, MA
Art Team Lead / Technical Director
Ubisoft
September 2004 - May 2006
Montreal, Canada Area
Pipeline work, scene and asset optimisation, tools specification and development. Art team management and training. Unreal and Max technical support.
All art team management: daily project scheduling, art reviews and direction, performance evaluations.
Technical Artist
Electronic Arts UK
January 2003 - August 2004
Lighting and world art technical artist. Duties included scene optimisation, pipeline and tools development, specification and test, documentation and art team training. Building of a replacement lighting pipeline for real time games engine.
3D Artist / Modeller
Electronic Arts UK
May 2000 - January 2003
World team modelling of all art assets for a variety of racing games. Also working with code team on asset and scene optimisations and more technical issues related to 3D engine development.
Senior 3D Artist
Reflections
October 1995 - May 2000
All world art modelling for a variety of racing games on PC and Playstation 1 platforms. Asset oiptimisation, planning and scheduling, animation and charatcer modelling. Also working closely with code team and other artists to specify and devlop tools and scripts to form the art pipeline. Documentation and training. Scene optimisations.