| Experience | Unannoucned Project - Liquid Entertainment | ||
| 09/2011– Current | Character Artist, Layout Artist |
Pasadena, CA | |
| • Modeled and textured characters with and without concept for an upcoming licensed project. | |||
| • Revised previously created characters to better match the concepts provided by the license-holder. | |||
| • Set up characters in Unity to ensure the use of correct textures and shaders. | |||
| • Created layouts for various arenas using a grid based system. | |||
| D&D: Heroes of Neverwinter - Liquid Entertainment | |||
| 04/2011– Current | Character, Environment, UI Artist |
Pasadena, CA | |
| • Developed process for creating armor sets in a manner that facilitates character animation. | |||
| • Designed and created majority of character armors, helms, and shields. | |||
| • Created character variants including face, skin tone, hair style, and hair color choices. | |||
| • Created adventure tiles and props. | |||
| • Unified the look of environment assets to better match the art style. | |||
| • Designed and implemented various UI elements using Flash. | |||
| Thor: God of Thunder - Liquid Entertainment | |||
| 11/2008 – 04/2011 | Environment Artist |
Pasadena, CA | |
| • Functioned as level lead of Asgard, coordinating fellow artists to meet milestone deadlines. | |||
| • Generated memory reports and identified solutions to ensure Asgard stayed within budgets. | |||
| • Ran weekly workshops to train new artists on ZBrush, Max, and Unreal techniques. | |||
| • Modeled, textured, integrated, and created collision for assets in all levels of the game. | |||
| • Created special materials to be used for specific gameplay functionality. | |||
| • Proposed and revised layouts of several key areas to facilitate streaming. | |||
| • Set up character materials and reworked character textures received from outsourcing. | |||
| Rise of the Argonauts - Liquid Entertainment | |||
| 01/2008 –11/2008 | Environment Artist |
Pasadena, CA | |
| • Designed and created environmental assets, imported into UE3, and integrated into levels. | |||
| • Revamped various areas to improve aesthetics, streaming, and gameplay. | |||
| • Animated environmental elements using Unreal matinee and kismet. | |||
| • Prototyped level to meet game design needs while keeping art requirements reasonable. | |||
| • Analyzed memory reports and devised plans to reduce memory in over-budget areas. | |||
| • Trained designers and artists on proper Unreal BSP usage | |||
| Apparitions - Star Mountain Studios | |||
| 09/2007 – 10/2007 | Background Artist |
Long Beach, CA | |
| • Created backgrounds using 3d assets, photo textures, and painting techniques. | |||
| • Reworked backgrounds from other artists to better fit concepts. | |||
| Software | Unreal Editor, 3D Studio Max, ZBrush, CrazyBump, Photoshop | ||
| Education | 2005-2007 | The Art Institute of California - Los Angeles |
Santa Monica, CA |
| • Bachelor of Science - Game Art & Design - Valedictorian | |||