With over 20 years experience creating digital art for print, web, multimedia, videos games, commercials, television, and film. Formerly of Blizzard Entertainment, Microsoft, and Digital Domain, my work can be seen in cinematics for World of Warcraft, Diablo III, Starcraft 2 and Starcraft Ghost as well as visual effects for various commercials and films (Supernova, Rules of Engagement). Dennis was art leadership for the development of Forza Motorsport 3 and Murdered: Soul Suspect.
Work History
Artist
Turning Wheel LLC
April 2024 - Present
Principal Artist
Traega Entertainment
February 2018 - February 2024
Franklin, TN
Advisor
Burnout Game Ventures
August 2014 - October 2018
Technical Art Lead
Soulbound Studios
February 2017 - January 2018
Bellevue, WA
Advisor
Reset Studios LLC
May 2016 - December 2017
Art Director
Virtually Live
May 2016 - February 2017
Greater Seattle Area
Art Director for Heroes of Newerth
Frostburn Studios, Inc.
September 2014 - February 2016
Kalamazoo, Michigan Area
* Responsible for managing the art team which included 11 directs. Management comprised of performance evaluations through one on ones, mid-year and end of year check points. Champion education and growth for individuals. Responsibilities as hiring manager included strategizing team structure, job description writing, interviewing and offer negotiations.
* As a member of the core management team I had studio level responsibilities which included engagement in new game development, pitch creation and evaluation, product management for new games(Art direction, task and budget tracking, and outsource management). I also had the pleasure of organizing a “Game Development Seminar” to educate ownership in Singapore.
* For Heroes of Newerth I was integral in new hero development, which included cultivating the concept, preproduction, marketing needs, and execution of the assets into the game and their refinement(Icons, Surfacing refinements, Animation and VFX etc...).
* One of my biggest accomplishments was the refinement of a pipeline for massive avatar creation (18 new avatars a month), and establish a new bar for quality. This effort required an update to every facet of the production, process, task tracking, ideation, and outsource resource management. I acquired higher quality outsource talent and resources to meet production demands. The success of this shown in avatar deliveries getting moved from 5-8 weeks to 6-12 months ahead of delivery schedules.
Adjunct Instructor
DigiPen Institute of Technology
October 2012 - June 2014
Redmond, Wa
Help develop stronger curriculum and pipeline for the BFA program.
Art Director
Airtight Games
May 2012 - May 2014
Redmond, WA
Responsible for setting and maintaining art look and quality
Senior Cinematics Artist
Blizzard Entertainment
September 2009 - April 2012
Irvine, CA
Lighting Compositing Lead
Visual Effects Lead
Microsoft
September 2008 - August 2009
Responsible for dialing in the look and feel for tracks and vehicles. Overall stakeholder for art quality for Forza 3.
Senior Cinematics Artist
Blizzard Entertainment
February 2000 - August 2008
Lighting Compositing Lead
Digital Artist
Digital Domain
November 1999 - February 2000
Generalist, Lighting, Modeling, Texture/Shaders, Animation, FX etc..
Digital Artist
Foundation Imaging
August 1999 - November 1999
Generalist, Lighting, Modeling, Texturing/Shading, Animation(Mocap Direction and Cleanup) etc..
Digital Artist
Digital Domain
March 1998 - August 1999
Generalist, Lighting, Modeling, Texture/Shaders, Animation, FX etc..
Technical Support
NewTek
January 1998 - March 1998
Lightwave Expert group, managed all online Tech Support issues.
3D Artist
Epic Software Group
October 1997 - January 1998
Built over 400 models for a Model CD
Generalist, Lighting, Modeling, Textures/Shaders, etc..