Art Director at Maxis
San Francisco Bay Area
Art Director at Maxis
San Francisco Bay Area
- 16 years of increasing responsibility in videogame development
- Recent focus on building AAA art teams for PC & console
- Constant dedication to shipping great games on-time and on-budget
- First AD at Midway to develop game for Unreal3, xbox360 and PS3 for the Stranglehold project
Art Direction, Leadership, motion capture, team building, proprietary tool design, pipeline development, process efficiency analysis, scheduling, risk assesment, business development, prototype development and content outsourcing..
(Public Company; ERTS; Telecommunications industry)
January 2009 — Present (11 months)
Developing new IP based on the awesome Spore franchise!
(Computer Games industry)
September 2003 — December 2008 (5 years 4 months)
unannounced IP: Art Director
Strangehold : Art Director
Psi-Ops : Animation Director
I feel very fortunate to work with a team of brilliant artists, designers and programmers. I had a great boss and learned a huge amount from my co-workers.
(Public Company; 51-200 employees; Computer Games industry)
2001 — 2003 (2 years )
worked on 4 Horsemen of the Apocalypse. The coolest game that never shipped.
(Privately Held; 11-50 employees; Entertainment industry)
May 1997 — January 2001 (3 years 9 months)
· Build studio from 3 to 35 employees over 4 year period
· Built company to peak gross annual revenue of ~$5M
· Co-developed all original concepts with staff designers
· Oversaw development of numerous proprietary art tools
· Mentor/train/review artists (16 total)
· Work with Producers to develop all schedules and budgets
· Evaluate and approve all hires
· Approved all software purchases (~ $200,000 /year)
(Computer Games industry)
1995 — 1996 (1 year )
(Public Company; 5001-10,000 employees; DIS; Leisure, Travel & Tourism industry)
March 1993 — December 1995 (2 years 10 months)
I was a Character Animator on Aladdin Magic Carpet Ride. We worked as pure R&D for about a year, then transitioned into production for second year. The final 6 months i worked as a Ride Designer for the project DisneyQuest. Imagineering is the division of Disney that develops the themeparks, its seperate from Disney Interactive and our while our focus was different, I worked/consulted with DI on the Aladdin PC title.
(Computer Games industry)
1993 — 1995 (2 years )
BFA , Major in Computer Animation, minor in Film , September 1988 — June 1992