• Environment concept design and consultation for films, television, and games
• Keyframe and promotional illustrations
• Art direction
• World building
• 3D conceptual design
• Architectural visualization
Clients:
• Activision
• Crystal Dynamics
• Double Negative
• Eidos Montreal
• ESPN
• Higher Ground Productions
• JPConnelly Design
• Liithos
• Marvel Entertainment
• Netflix
• Nintendo
• Netease Games
• Osso VR
• Prettybird
• Retro Studios
• Samsung
• Skims
• Sledgehammer Games
• Smilegate
• That's No Moon Entertainment
Adjunct Professor
Academy of Art University
February 2019 - Present
San Francisco Bay Area
Courses:
• VIS 230 Digital Painting for Visual Development
• VIS 270 Vehicle and Armor Design for Visual Development
• VIS 300 Environment Design for Visual Development
• VIS 235 Character Design for Visual Development
• VIS 800 Directed Study: Environment Design
Authored Course:
• VIS 420 Franchise Film for Visual Development
Workshop Course:
• Visual Development Collaborative
• Mentor students in digital painting techniques in composition, lighting, value, scale, and color theory
• Reinforce and built upon fundamentals in Photoshop, Zbrush, and Rendering software
• Manage and assess students progress through class exercises and milestone projects
• Teach industry-standard practices in environment, prop and character design
• Rated top 10% among faculty within the Academy of Art University
Freelance Concept Designer
Freelance Concept Artist
April 2011 - Present
San Francisco, CA
• Conceptualize environments, characters, props, vehicles for films, commercial enterprises, & games
• Keyframe and Promotional Illustrations
• 3D Conceptual Design
• Architectural Visualization
• Book Illustration
• Corporate Branding and Marketing
• User Interface Design & User Experience Design
• Signage
• Package Design
• Print Design & Typographical Design
• Digital Communications
• After Effects and Video Editing
Clients:
• Marvel Entertainment
• Double Negative
• Eidos Montreal
• EA
• Samsung
• ESPN
• Adidas
• Atlanta Ballet
• Madplum Creative
• Thrasher Magazine
Associate Lead Concept Artist
That's No Moon
October 2021 - January 2023
Los Angeles, California, United States
Title:
• Unannounced Project (TBA)
• Consulted with the Art Director and studio leadership on developing the overall visual style for consistency
• Led and managed environment concept team’s workload by delegating tasks to support individual growth
• Formalized efforts by coordinating resources, and schedules to prioritize concept requests with key stakeholders
• Conducted feedback reviews with internal art teams and external concept vendors to ensure visual consistency
• Implemented tools and processes to improve efficiencies in 3D concept prototyping
•Sourced and evaluated candidates through the interview processes qualifying team culture and professional proficiencies
Senior Concept Artist
Sledgehammer Games
July 2020 - September 2021
Foster City, California, United States
Title:
• Call of Duty Vanguard (2021)
• Conceptualized environments, vehicles and prop designs to support the project's artistic vision
• Collaborated with environment art team and provided 3D paint-overs for architecture, color, lighting, and design
• Delivered cohesive visual blueprints for production to key stakeholders to communicate art direction
• Established a unified artistic direction with marketing team for the creation of marketing collateral
• Spearheaded the creation of a 3D asset library to streamline processes for the concept department
Adjunct Professor
Concept Design Academy
June 2021 - August 2021
Pasadena, California, United States
Course:
• Intro to Digital Illustration
• Support artistic growth by assessing students progress with class exercises and milestone projects
• Mentor students in digital painting techniques in composition, lighting, value, scale, and color theory
• Reinforce and build upon fundamentals in Photoshop, Zbrush, and Rendering software
Concept Artist
Crystal Dynamics
June 2016 - January 2020
Redwood City, CA
• Design a variety of visual concept work from environments, props, vehicles to narrative concept illustrations
• Ensure developers demands are met by organizing dailies to report progress and feedback
• Collaborate with creative directors and leadership in production to visually support the game’s narrative
• Efficiently prototype concepts from initial sketches to fully realized production illustrations
• Implement 3d pipeline among concept department to increase support for specialized teams
• Provide matte painted background vistas for past and current game titles
• Spearhead UX/UI development on all game menus including high fidelity mockups, iconography, logos, graphics, and other business collateral