
Experienced Creative Professional
San Francisco Bay Area

Experienced Creative Professional
San Francisco Bay Area
I am a professional artist with many years of varied experience:
Games
"Track & Field 2k8" (2008, Canceled, Coin Op): Character Designer and Modeler
"Blazing Angels" (2008, Coin Op): Lead Artist
"Pro Series Golf" (2008, Mobile): Senior 3d Artist
"Pro Wrestling X" (2007, PC): Art Director
"Archangel" (2003, Canceled, PC): Character Designer and Modeler
"WWE Crush Hour" (2003, GameCube): 3d Artist
"MX Superfly" (2002, GameCube): 3d Artist
"Legends of Wrestling2" (2002, PS2): Animator
"Legends of Wrestling" (2001, PS2): Texture Artist
Film/TV
"What the Bleep Do We Know!? Down the Rabbit Hole" (2006, Fox): Animator
"Centipede" (2000, Canceled): Intern
"Roughnecks: Starship Troopers" (1999): Intern
Web
WePlayTV (2007-2008): Concept Art, 3d Modeling, Animation
Performant Software (2008): Concept Art and Art Direction consulting
Skill sets: 3d modeling, texturing, lead artist, animator, concept art, video editing, sound editing, UI art
Software: Maya, , Photoshop, 3ds Max, ZBrush, Dreamweaver, Illustrator, Premier, After Effects, Sound Forge, SourceSafe, Painter, Particle Illusions, Flash, Motionbuilder, Unreal3
(Computer Games industry)
April 2008 — October 2008 (7 months)
TLC: 10/2008 Graphic design, vector art, and layout
TLC: 7/2008-9/2008 Audio PSA engineering (Premier, Sound Forge)
Performant Software Solutions LLC: 5/2008-7/2008
Art Direction consulting, concept art and vector art for Flash
(Privately Held; 1-10 employees; Computer Games industry)
September 2006 — April 2008 (1 year 8 months)
Senior 3d Artist on canceled sports game responsible for character design and concept art, modeling, texturing, and animation. Lead Artist on Blazing Angels responsible for porting to Arcade, creating new UI and additional 3d assets. Lead Artist on Pro Series Golf for Nokia cell phones creating character models, UI graphics, textures, and character skinning. Concept art for various game pitches.
(Privately Held; 1-10 employees; Animation industry)
August 2002 — January 2008 (5 years 6 months)
Pacific Audio Visual Institute: August 2007-January 2008 and May 2006 – July 2006
Curriculum writing for Pacific Audio Visual Institutes Year 1 and 2 game development and animation program
CatalystFX: October 2005 – December 2005
Contracted Animator on the film What the Bleep Do We Know?! Down the Rabbit Hole. For the film I worked on the Dr. Quantum scenes, primarily doing hand and facial animation and lip sync.
RPGObjects: November 2002 – October 2005
Illustrated 21 role playing game books (including 3 covers) for the d20 system including the popular Darwin's World Post-Holocaust source books.
Midway Games: August 2002 – November 2002
Concept Art for pitched game idea with members of Midway's SF studio
(Public Company; 201-500 employees; Computer Games industry)
March 2005 — September 2006 (1 year 7 months)
As an Instructor for EDMC I instructed students in the tools and processes of ZBrush, Maya (Hard Surfaces Modeling, Modeling, and Advanced Texture & Lighting), 3ds Max (intro) and Game development classes (Level Design with Unreal engine)
(Privately Held; 11-50 employees; Computer Games industry)
September 2004 — August 2006 (2 years)
Art Consultant for Pro-Wrestling X; an independently produced and published game. I served as counselor and adviser for art issues including aesthetics, pipeline, and technical issues. I established an art style for the project and provided character and environmental models/textures and conceptual art.
(Public Company; 1001-5000 employees; Education Management industry)
August 2004 — January 2005 (6 months)
Part time Instructor for rapid visualization (drawing) and introduction to gaming technology classes.
(Privately Held; 1-10 employees; Computer Games industry)
April 2003 — January 2004 (10 months)
Concept, Modeling, and Texturing of Characters and Vehicles for Archangel, an original IP game pitch and a brawling/fighting game.
(Public Company; 1-10 employees; Computer Games industry)
March 2002 — April 2003 (1 year 2 months)
3d Level Artist (Modeling and Texturing) for GameCube version of WWE Crush Hour. Texture painting and GameCube UI graphics for MX Superfly
(Public Company; 201-500 employees; Computer Games industry)
January 2001 — March 2002 (1 year 3 months)
Texture artist for custom room feature on Legends of Wrestling. Motion Capture editing and Animation on Legends of Wrestling 2.
(Public Company; 51-200 employees; Animation industry)
January 1999 — August 1999 (8 months)
Art intern on Roughnecks: Starship Troopers and Centipede
MFA, Computer Animation, 2005 — 2008
3.9 GPA
AAS, Computer Animation, 1999 — 2000
graduated cum laude (3.7 GPA)
BFA, Fine Arts (drawing), 1995 — 1999
animation, comics, volunteer work and community involvement, trail biking, dancing, games (video, board, card, role playing), collecting animation and comic book art
Women in Animation (WIA), Applied Art & Design Advisory Committe at Sierra College, Neighborhood Center of the Arts volunteer
graduated with honors from Art Institute of Phoenix