
Senior Environment Artist at Sony Computer Entertainment America - Santa Monica
Greater Los Angeles Area

Senior Environment Artist at Sony Computer Entertainment America - Santa Monica
Greater Los Angeles Area
Over 8 years professional experience in the games industry developing AAA titles for the Gamecube, PS2, Xbox, Xbox360, PS3 and Wii. Skill set includes leadership, conceptualization, pipeline development, prototyping, design, and top quality art asset creation. Background in classical animation provides a working knowledge of motion, anatomy, storyboarding, colour theory and traditional film making.
Currently Working On:
God of War III (Sony Computer Entertainment America - TBD)
Previous Titles Worked On:
Tony Hawk's Proving Ground (Neversoft/Activision - 2007)
Tony Hawk's Project 8 (Neversoft/Activision - 2006)
Gun (Neversoft/Activision - 2005)
Tony Hawk's American Wasteland (Neversoft/Activision - 2005)
Too Human (Silicon Knights/Microsoft - TBD)
Metal Gear Solid: Twin Snakes (Silicon Knights/Konami - 2004)
Eternal Darkness (Silicon Knights/Nintendo - 2002)
3ds Max and Maya - fluent in modeling, texturing, and lighting
Adobe Photoshop CS - texture creation, digital painting
Zbrush - high poly digital sculpture and asset creation
Unreal Engine 3.0 - familiar with tools of this next-gen engine
Deep UV - creation and modification of UV mapping
Autodesk Lightscape - radiosity and global illumination solutions
Adobe Premiere - construction and editing of cinematics
Alienbrain - asset management
DevTrack - bug logging and management
(Public Company; 51-200 employees; Computer Games industry)
December 2007 — Present (1 year 8 months)
(Public Company; 51-200 employees; ATVI; Computer Games industry)
January 2005 — December 2007 (3 years)
- As level lead, responsible for testing and implementing new techniques before passing on work flow knowledge to team members.
- Creative and technical resource for the team, assisting in problem solving and mentoring junior artists.
- Traveled to different locations with level designers to gather reference used for design inspiration and asset creation.
- Finalized the look of the level by refining and creating additional geometry, texturing, lighting, “time-of-day” and weather map effects.
(Privately Held; 51-200 employees; Computer Games industry)
February 2001 — November 2004 (3 years 10 months)
- As Assistant Lead, analyzed new engine techniques and helped the team better understand the technology involved to create high quality assets using an efficient, productive work flow.
- Built, textured, and lit numerous environments and vehicles.
- Contributed numerous concept designs during pre-production.
- Created assets using next generation techniques including high poly modeling, render mesh modeling, normal mapping and ambient occlusion.
- Helped in the scheduling of other artist on the environment team.
- Directed in-game cinematic sequences as well as FMV cinematic sequences.
- Created special effects using in-game assets and different plug-in particle effects.
Diploma , Classical Animation , 1996 — 2000