
Art Director 4KidsTV/TCDigital
Orange County, California Area

Art Director 4KidsTV/TCDigital
Orange County, California Area
Years in Industry: 13+ years exp.
Work History: 4KidsTV, EA, SONY ONLINE ENTERTAINMENT, The COLLECTIVE, INTERPLAY, BLACK ISLE, WESTWOOD STUDIOS/EA PACIFIC
Software: 3DS MAX 13+ yrs., ADOBE PHOTOSHOP 13+ yrs., PAINTER 10yrs., MAYA, Z-Brush, Mudbox,
Skills: Production Management, Mentoring, R&D, Art Direction, Modeling, Texturing, Illustration, Sculpting, U.I. Design
Genres: Fantasy, Sci-Fi, Military, Historical, Cartoon
Platforms: Next-Gen XBOX 360, PlayStation 3, PlayStation 2, PlayStation 1, PSP, and PC
Engines: Unreal, Unreal 3, Gamebryo
Art Direction, Character Art, Research and Development.
Conceptual Design/Illustration, modeling, and texturing are my primary trade skills, with Logo and UI design as my secondary skills.
(Animation industry)
2008 — Present (1 year )
Brand art director for the Chaotic franchise providing creative art direction and style guide work for the entire CW animated show (airs saturday mornings), all card art, action figures, and graphic material (such as packaging), as well as working with internal and external talent.
(Educational Institution; 1001-5000 employees; Education Management industry)
2003 — Present (6 years )
On a part time basis (after work and on weekends) I help shape the Game Design & Programming curriculum at the Art Institutes of San Diego and Orange County, maintaining current industry standards in education, and regularly providing instruction, portfolio reviews for graduating students, and guest speaking.
(Privately Held; Computer Games industry)
2007 — 2008 (1 year )
Provided Technical and Creative art Direction for Emergent's Demo group located in Calabasas CA, to showcase the latest cross platform, next-gen features of the Gamebryo game engine on the PlayStation 3 and XBOX 360.
Art duties also included working with internal and external talent, writing style guides, establishing production protocols, creation of key art, and daily meetings with our partner studio in Japan (Acquire) on the development of a cross platform fantasy title.
(Public Company; ERTS; Computer Games industry)
2006 — 2007 (1 year )
UI art lead on Tiberium, a cross platform title that was developed on the Unreal 3 engine (for the X-BOX 360 and PlayStation 3) taking place in the Command and Conquer universe.
My daily duties interfaced with design, engineering, and art, assisting with deadline and demo deliverables.
Titles:
Tiberium: X-BOX 360/PlayStation 3/PC (cancelled)
(Public Company; SNE; Computer Games industry)
2002 — 2006 (4 years )
Art director for Sony Online's most successful brand and longest running project Everquest. Responsibilities included training and directing the team on cutting edge techniques and practices, internal and external art direction, as well as directing or creating all key art (box art, iconic character re-conceptualization, magazine art, etc.)
Titles (In part or in whole):
FREE REALMS (PC)
UNTOLD LEGENDS: The Warriors Code-PSP
UNTOLD LEGENDS: Brotherhood of the Blade-PSP
EVERQUEST II: Kingdom of Sky-PC
EVERQUEST II: Desert of Flames-PC
EVERQUEST II:PC
EVERQUEST: Lost Dungeons of Norrath-PC
EVERQUEST: Omens of War-PC
EVERQUEST: Platinum PC
EVERQUEST: Gates of Discord-PC
PLANETSIDE: Aftershock-PC
(Computer Games industry)
1999 — October 2002 (3 years )
Established benchmarks for characters, environments, and textures, and assisted in the optimization of the art production pathway. Responsibilities encompassed all aspects of art production except animation.
Titles:
FALLOUT: Brotherhood of Steel-PlayStation 2
RUN LIKE HELL: PlayStation 2
ICEWIND DALE: PC
(Public Company; Computer Games industry)
1999 — 1999 (less than a year)
Was a key player in converting NOX from a multiplayer only game, to a multi and single player game, revamping the look of all environment art and re-defining the boundaries of what could be done with the game’s engine as it relates to art.
Duties included: interviewing, growing teams, scheduling, working with and training the design and art dept., maintaining an overall harmony between the art and design vision, proofing all levels before milestones, and facilitating the conversion of all game art from 8bit to 32 bit. While NOX was nearing completion, I assisted the producer in the interviewing, training, and the efficient production pathway planning of Red Alert 2.
Titles:
NOX: PC
RED ALERT 2: PC
(Privately Held; Computer Games industry)
1998 — 1999 (1 year )
Worked on 2 titles concurrently, creating core characters (concept art where applicable, models, texture maps, and basic test animations), modeling and texturing of architectural environments, and optimization of meshes before importing them into game.
As the Collective’s first art hire, I was responsible for creating the art for demos of Aeon and Deep Space 9, which successfully lead to funding by GT. During this time I was very involved with the interviewing and hiring of the core art team.
Titles:
DEEP SPACE 9: PC Unreal Engine
THE GAME OF LIFE: Play Station 1
AEON FLUX: PC Unreal Engine (cancelled)
Art
4.0 grade average.
MMO prototyping/IP creation, Art direction, Character and Costume design, Mentoring, Painting, Sculpting, Photography, Cultural Anthropology, Free Diving.
Pack committee member of the Art Institute of San Diego and Orange County: helping to maintain current industry standards in education, and regularly providing instruction, portfolio reviews for graduating students, and guest speaking.