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Summary – Retired…


Extensive research & game development experience on AR, VR, PC and mobile platforms. Multiple game development cycles on the following consoles: 3DO, Nintendo 64, Xbox, Xbox 360 and Xbox One. 

25+ years of experience as a 3D generalist, art director, technical artist, modeler, UI/UX artist, character rigger, animator and environment artist in the games industry.

Over 30 shipped game titles as a contributor and Art Director. Multiple titles were AAA in size and scope.

Experience with real-time lighting as well as post-process lighting using Mental Ray & V-Ray.

Experience managing and training internal art teams of 2 – 20 artists.

Extensive experience outsource managing art teams both in the US and overseas.

Very adaptive to new art production pipelines and developing under ambiguity of emerging technology.

Strong technical skills working with R&D teams on new technologies, tools and content pipelines.

Expert knowledge of 3DS Max, Maya, Substance Painter, Photoshop, Illustrator, Zbrush and a host of middle-ware packages.

Experienced at compositing and video editing with After Effects & Premiere as well as for VFX animation sequences.

Experience writing shaders in ShaderForge and Substance Designer.

Extensive background in reference gathering techniques including photographing for Photogrammetry in PBR workflows. HDRI photography and 360/VR video capture. Experience running teams on overseas photo shoots.

Experience working with and adapting to proprietary game engines as well as Unity and Unreal.

Teague
Sr. Design Visualization Designer

2019 – 2020

Creating aircraft interiors for real-time VR environments and off-line rendering.

Lowe’s Innovation Lab
3D Content Director

2017 – 2019

3D content art direction, management and creation for use in AR and VR environments.

Virtually Live
Sr. 3D VR Generalist

2016 – 2017

Building environments and assets in 3DS Max and UE4 (Unreal engine). Focus is on real-world sports venues. Authoring content for a PBR workflow. Targeted for output on Oculus, Vive, Playstation VR and Samsung Gear VR.

North Star Games
Art Director

2015 – 2016

Art Director, Technical Art Director and UI design on digital conversion of board game. 3D environment development, modeling, texture & UV, lighting, character rigs and animations for Unity game engine. Authoring shaders in Shader Forge and Substance Designer including advanced texture atlas blending, UV animation and animated thresholds. Responsible for external art outsourcing and art direction.

Microsoft | Turn 10 Studios | Amaxra, Inc.
Environment Lead | Forza Motorsport 6

2012 – 2015

Environment Track Lead – Forza 6.  Previous project Art Lead for multiple track environments on Forza Motorsport 5.

Digipen Institute of Technology
Department Chair | Sr. Lecturer
2009 – 2012

Responsible for the daily operation of the Digital Arts Department as well as long-term oversight of planning, scheduling, and curriculum development. Teaching all aspects of beginning through advanced 3D using 3DS Max. Low and high poly modeling, advanced texturing, UV mapping techniques, lighting, rendering, shader creation, cinematic compositing, character animation, beginning through advanced rigging using bones and the CAT rigging system.

Microsoft Research
Contract Artist
2010 – 2011

Executive demo team for Craig Mundie (Chief Research & Strategy Officer) – contract artist.

Microsoft
Art Lead | Technical Art Lead | Environment Lead
2001 – 2009

Art Lead on numerous products released on the Xbox, Xbox 360 and PC, including two Platinum (1M+) selling AAA titles.

Gas Powered Games
Art Director | Character Animator
1999 – 2001

Built up a team of artists and animators for a startup studio. Determined 3D animation system and software usage for entire company. Developed implementation production plan, art pipeline and production schedules.

Sierra Studios
Art Director
1998 – 1999

Finalized production schedule and directed a team of artists and animators.

Creative Software Designs, Inc.
Art Director | Technical Art Director
1997 – 1998

Team lead and art production for all in-game assets and UI elements.

Sierra Online
UI / UX Designer
1997 – 1998

Conceptual design and creation of in-game UI elements.

Trilobyte, Inc.
Project Director | Art Department Manager
1995 – 1997

Provided leadership and development team management for emerging products.

Dynamix, Inc.
Producer | Senior Art Director | Art Director
1989 – 1995

Producer for numerous products and conversions. Sr. Art Director for entire studio.

Oregon State University

Accomplishments
Speaker

Author

U.S. Patents

    • Computerized Flight Simulation Control Sampling and Production System and Method – US5689682A (Sierra Online)
    • Use of Scientific Models in Environmental Simulation- US8229718B2 (Microsoft)