Artist at Bonfire Studios
Dallas/Fort Worth Area
Artist at Bonfire Studios
Dallas/Fort Worth Area
Artist with substantial experience in the video game industry. Focus on environmental asset creation including models, textures, shaders, and minor animation contributions. Strong knowledge of next-gen content creation procedures and practices, with experience using various game engines, recent work experience includes heavy use of Unreal 3.
Standards, procedures, and guidelines setup and deployments, Management of in-house and external outsource art teams, Art production
(Educational Institution; Computer Games industry)
January 2009 — Present (11 months)
I teach art classes at the SMU Guildhall as needed.
(Privately Held; Computer Games industry)
January 2009 — Present (11 months)
I work as an Artist, making art assets for video games.
(Public Company; MSFT; Computer Games industry)
June 2006 — January 2009 (2 years 8 months)
Artist
(Partnership; 51-200 employees; Computer Games industry)
May 2004 — June 2006 (2 years 2 months)
I produced and oversaw production of art assets for video game content.
Responsibilities also included standards, practices and guidelines setup, outsource art house management, task scheduling, research and development deployments, artist training, and creating artist utilities through MaxScripting.
I began with Gearbox on Brothers In Arms: Road to Hill 30 as an artist.
I was then made Architecture Art Lead on Brothers In Arms: Earned in blood.
The last position I served at Gearbox was as Art Director on Brothers In Arms: Hell's Highway.
(Partnership; 51-200 employees; Computer Games industry)
June 2001 — May 2004 (3 years )
I began work as an artist at Terminal Reality when I joined the BloodRayne team on the first title in that series.
I then later served as interim Art Lead until we filled the position for BloodRayne 2, while also working as an environmental artist.
I also worked as an artist on several games while employed there.
Though most of my work was focused on Bloodrayne and Bloodrayne 2, I also made a range of smaller contributions to 4x4 Evo 2, Blowout, Roadkill and Demonik (very early in it's P.O.C. demo phase).
No Degree , Film/Art , 1993 — 1995
Wrote/Produced/Directed/Edited radio programs, television programs and film projects for the local college stations
Furthered art education
Art tools exploration, Research and development, Constant skill set advancement through self education.