Character Artist at Treyarch/Activision
Greater Los Angeles Area
Character Artist at Treyarch/Activision
Greater Los Angeles Area
My goal has always been to collaborate with a group of creative and talented individuals to create any forms of entertainment. For about 5 years, I've been blessed to work with some amazing people throughout my career in the video game industry. I've studied at the Pennsylvania Academny of Fine Arts and earned my BFA in Illustration at the University of the Arts in Philadelphia. I used my background in traditional artistic training in anatomy and figurative design and applied it to the digital medium focusing on Character and Creature Art.
Through my experience in the games industry, I've concentrated my efforts as being a bridge between art and programming. Specifically to accomplish high artistic standards within a limited framework, with realistic goals to get the job done and on time. I thrive on inspiration from my colleagues and I am always looking for ways to always improve myself and the people that surround me.
Character modeling, sculpting, texture mapping, UV unwrapping, concept art, ability to finish projects efficiently on a timely manner. Proficient in Maya, Zbrush, Photoshop, Deep Paint 3d, Body Paint 3D, Painter, Premiere, After Effects. Workable knowledge in 3D Studio Max, and Mudbox.
(Public Company; 501-1000 employees; Computer Games industry)
May 2005 — Present (3 years 6 months)
Spiderman 3 (PC,Xbox 360, PS3)
Originally hired to do Character Texture Art, but instead tranitioned into full Character Artist. Helped establish a pipeline for the next gen version of the Spiderman franchise, including the criteria for shaders and lighting, and a pipeline for gang/pedestrian/NPC variants. Duties included, poly modeling, UV mapping, Zbrush sculpting, texture painting. Mentored and trained less experienced artists, and helped with character presentations in the absense of my Lead.
(Public Company; 501-1000 employees; Computer Games industry)
May 2005 — Present (3 years 6 months)
(Computer Games industry)
November 2003 — May 2005 (1 year 7 months)
50 Cent: Bulletproof (PS2, XBOX)
UV'd and textured 26 of 50 characters on a four man team in 7 months. Helped develop a visual style based on the Art Directors vision. Duties included, UV, painted textures, and poly modeling adjustments. Mentored and trained less experienced artists in technique and artistic development.
Fight Club (PS2,XBOX)
Helped revamp all characters, textures and variants within 6 months. Duties included UV mapping, texturing for all characters and variants, and cinematic touch ups.
(Computer Games industry)
January 2002 — October 2003 (1 year 10 months)
Responsible for character textures, UV Unwrapping, environment textures, modeling and texturing props, prelighting and creating lightmaps, concept art and box art design.
Outlaw Volleyball (XBOX)
Outlaw Golf (XBOX,Gamecube)
BFA, Illustration, September 1997 — December 2001