WORK EXPERIENCE
Sony Santa Monica Studio: God of War Ragnarok - 2018 to 2022
- I was the lead level artist responsible for the Critical Path areas of Vanaheim. This included creating kits, materials, and other useful assets to be shared and used throughout Vanaheim (including non-critical path areas). I worked with and oversaw 4 other artists to assemble these assets into final levels.
Sony Santa Monica Studio: God of War (2018) – Sr. Environment Artist – June 2013 – 2018
- Establishing a new look for God of War set in a Mythological Norse Environment
- Modeling, Phyically based layered shader creation using tile textures and masks, level design and level art assembly
- Researching new tools and reporting fixes/feature-requests to tech-art programmers
- In charge of the "Riverpass" section of the game (wildwoods clearing to boat exit from Witch's Cave) working with Jr. and mid-level environment artists.
Sony Santa Monica Studio: GoW Ascension - Environment Artist-----------May 2011 – June 2013
- In charge of modeling, texturing, lighting, and general level art and optimization under the supervision of Sr. Environment artists mostly in the Hecaton and Delphi Palace sections of the game
Trilogy Studios: Unannounced Disney MMO – Environment Artist-----------April 2011 - May 2011
- Prop modeling, texturing, level art
Square-Enix: Project Dropship (cancelled): Environment Artist------------- April 2010 - March 2011
- props, environments, level lighting, level art, and outsourced art presets for an unannounced PS3 and Xbox 360 downloadable title
- Software Used: Gamebryo Toolbench, 3DS Max 2009, Zbrush 4.0, PhotoShop CS4, XNormal, Beast Lighting Engine
Firedance Studios: Salvation Prophecy - Environment Artist ---------------- March 2010 - April 2010
- Worked from home creating assets for an ancient alien ruins and puzzle in 3ds Max
- Created simple concepts and silhouettes to convey my ideas to client before creating final 3D assets
Barbedwire FX studio: Hotwheels Commercial: 3D Artist------------------------ May 2009 - June 2009
- Worked with other 3d artists, animators, a director, and producer to create a short cinematic for a Hotwheels commercial.
- Modeled various 3D assets including freeway, water tower, supports, etc. in Maya
TECHNICAL SKILLS
Autodesk Maya and 3DS Max
- Low-poly and high-poly modeling for projection, unwrapping, procedural texturing, lighting, baking light-maps and ambient occlusion maps for environments
- Basic skills in modeling characters, rigging, and animating them
Adobe Photoshop
- Hand-painting diffuse, bump, specular and gloss maps for realistic and stylized textures
- Creating RGBA masks for complex shader animations and blending
ZBrush, Dd0, NDo2, and XNormal
- creating normal maps for both organic and hard-surfaced models
Unreal Tournament 3 Editor and UDK Beta
Gambryo ToolBench and Beast Lighting Engine
Sony Proprietary Software
Unity Game Engine
Ufold3D
World Machine
CAREER RELATED EXPERIENCE
Level design lead for an Unreal mod called Mutiny ----------------------------------------- Summer 2009
- Lead a team of four in designing a first-person game cinematic using the Unreal Editor
- Modeled & textured the ship exterior including destructible physics assets such as the mast, cloth simulated sails, ropes, railings, etc.
- Was in charge of Matinee sequences and events using Kismet
EDUCATION
Art Institute CA– Inland Empire ----------------------------------------------------------------------- 2006-2010
- Bachelor’s Degree of Game Art & Design
- Heavily focused on 3D environment modeling
- Dean’s List all quarters
Graduated from Redland’s High School, CA ------------------------------------------------------- 2002-2006
- Relevant courses included Traditional Art, Graphic Design with Multi-Media, and C++ Programming