
Animator/Artist at Nerve Software
Dallas/Fort Worth Area

Animator/Artist at Nerve Software
Dallas/Fort Worth Area
I'm a 10 year veteran of the game industry. I've done it all at one point or another in my career. Animation, modeling, textures, particle effects, scripting, level design, menu design, and video production.
Here's a list of titles I have shipped:
2008 - Duke Nukem 3d – XBOX LIVE Arcade
2007 - Enemy Territory - Quake Wars – PC
2006 - DOOM Classic - XBOX LIVE Arcade
2005 - DOOM3 - Resurrection of Evil - XBOX
2005 - DOOM3 - Resurrection of Evil - PC
2003 - Return to Castle Wolfenstien - Tides of War - XBOX
2002 - Return to Castle Wolfenstien - PC – Multiplayer
2000 - American McGee's Alice - PC
Software Knowledge:
VICON Blade, Motionbuilder, 3d Studio Max, Maya, Lightwave, Adobe Photoshop, Adobe After Effects, Adobe Illustrator, MS Office (Word, Excel, Powerpoint), Perforce, Subversion.
Engine Experience:
Unreal Engine 2.5/3, ETQW Megatexture Engine, DOOM3 Engine, Torque Engine, Half-Life : Source Engine, RTCW Engine (A Q3 Based Engine), FAKK2 Engine (A Q3 Based Engine), Quake III Engine.
(Privately Held; Computer Games industry)
September 2009 — Present (4 months)
(Privately Held; Computer Games industry)
2007 — 2009 (2 years )
Duke Nukem Forever – PC/XBOX 360 2007-2009
- Animation
Rigged, and animated characters and environmental models for the game.
- Video Production
Helped create the 2007 teaser trailer.
Duke Nukem 3d – XBOX LIVE Arcade 2008
- Main Menu Design/Implementation
Created all the menus for the classic game Duke Nukem 3d using the Microsoft XUI editor. In addition, created all ads, Xbox live content, and advertising for the game.
-Video Productioin
Captured and edited an HD teaser trailer for the game.
(Computer Games industry)
2007 — 2009 (2 years )
(Privately Held; Computer Games industry)
2001 — 2007 (6 years )
ET:QW - PC/XBOX 360 2006 - 2007
-Rigged, and animated character/environmental models.
-MoCap data and timing editing.
-Created particle effects for environmental/weapon effects.
DOOM - XBOX 360 Arcade 2006
-Created the GUI for the classic game DOOM.
-Created Art assets needed for the UI.
Unreleased Turn-Based Game - XBOX 360 Arcade 2006
-Modeled, rigged, and animated character/environmental models.
RTCW 2 - Unreleased Multiplayer 2005
-Modeled, rigged, and animated character/environmental models.
-Managed design docs, map layouts, and the design team.
Unrealeased Half Life 2 : Source Engine/ Valve Software Game 2005
-Rigged and animated test character models.
DOOM3:RoE - XBOX 2005
-Oversaw the art team in optimizing model and animation assets.
-Optimized particle effects, lighting and geometry, cinematics, transition areas for levels.
-Created an intro and attract video.
DOOM3:RoE - PC 2004-2005
-Modeled, rigged, and animated character/environmental models.
-Set up triggers and scripted sequences and animations for cut scenes.
-Designed and created particle effects.
-Created a new Nerve Logo movie.
Wolfenstien - War Machine - Unreleased PC/XBOX 2003
-Participated in company-wide design meetings.
-Modeled, rigged, and animated character/environmental models.
RTCW - Tides of War - XBOX 2003
-Optimized all the character assets from the PC game.
-Modeled, rigged, and animated character/environmental models.
-Created new cinematic sequences, and 2 unique Attract movies.
RTCW - PC - Multiplayer 2002
-Created and set-up the multiplayer characters used in the game
-Modeled, rigged, and animated character/environmental models.
-Created videos for every map in the multiplayer game, a multiplayer level in the game.and the Nerve Logo movie.
Quest - Unreleased Game 2001-2002
-Modeled, rigged, and animated character/environmental models.
-Created several concept art pieces for the various locations.
(Animation industry)
1999 — 2001 (2 years )
American McGee's Alice 2000
-Modeled and animated over half of the characters in the game
-Created and Animated the Rogue Entertainment logo, in cooperation, with Joel Thomas, another artist at Rogue.
-Recut the End cinematic for the game
-The ending cinematic created for us by EA was wholly unacceptable. I created levels, scripted them, output base tga's and recut the entire ending.
-Created Teaser trailer for end of Demo. We needed a teaser trailer for when you finished the demo. I captured video from the game and custom animations of characters, and edited it, into a a badass gameplay trailer.
Digital Media , 1998 — 1999
None , Business , 1995 — 1998
Left Biz School to make games.
Graduated , 1992 — 1995