THE HANDS OPEN
THE CONNECTED TUBES
I'd love to hear from you. Always charming to recieve comments that aren't generated by a string of javascript functions. So human up and drop me a line, particularly if:
- you'd like to collaborate or discuss working with me.
- you feel compelled to offer me comic books, darkroom time or food.
- you'd like to hire me onto your development team and must start this process STRAIGHT AWAY and I do mean RIGHT NOW.
And plus, it's so easy and fun.
contactformOr if prefer to email me directly:
THE CURRICULUM VITAE
download pdf / / view linkedin
(2011-PRESENT) FREELANCE ARTIST & DESIGNER
on MOBILE GAMES, INDIE UDK PROJECT & VARIOUS
- created concepts, models and materials for a Flash-based isometric 2d game.
- produced 3d models, materials and textures for several small projects slated for Android and iOS platforms.
- actively sought and created a whole mess of nickel and dime projects for print and web, creating illustration, motion graphics and 3d sundry.
- spent considerable time pursuing print-making, painting and photography, exhibiting and promoting resultant work
(2010-2011) ARTIST & LEVEL DESIGNER
at ESCALATION STUDIOS on RAGE & VARIOUS
- worked with the idTech5 engine and assisted in developing an appropriate art pipeline.
- collaborated in the design of co-op multiplayer levels.
- designed and modeled vehicle-optimized competitive multiplayer maps.
- created 3d and texture assets for Rage MP and other internal projects.
(2006-2010) ENVIRONMENT ART DIRECTOR& ENV. ART LEAD
at GEARBOX STUDIOS on BORDERLANDS, ALIENS:COLONIAL MARINES & VARIOUS
- collaborated in creating the hand-painted Borderlands art style and provided practical documentation of technique and process.
- co-created visual design department to correct a lack of communication between Art and Level Design and worked directly with Creative Director in determining standards for level styling and art direction.
- produced environment props, modular mesh sets, textures, materials and (as needed) particle FX to Borderlands and Aliens, in addition to organizing and maintaining related engine packages.
- worked with the Art Producer and Lead Designer to determine art needs and production schedules whilst maintaining a cheery adherence to the contraints of both time and technology.
- constructed level vignettes and 'template' areas to facilitate rapid level creation.
- led the environment art team on both Borderlands and Aliens: I assigned tasks, supervised production and provided feedback and mentorship when needed.
- reviewed and integrated contributions from outsourcing; collaborated on the generation of style and 'best practice' guides for external talent.
- crafted game design documents for Borderlands and to a lesser extent, Aliens: CM.
- contributed textures, materials and decorative meshes to other internal projects -- the latter of which usually occurring in a climate of great and near-comical panic.
(2001-2006) ENVIRONMENT ARTIST & LEVEL DESIGNER
at 3DREALMS on DUKE NUKEM FOREVER
- created world textures, environment props, interactive meshes and particle effects.
- implemented dynamic shader-driven damage states for most environment assets.
- propelled art production with the creation of level vignettes and worked with designers to determine art requirements and fundamental themes.
- actively participated in developing systems for skeletal animation, material editing, bsp-patch construction, mesh painting and physics simulation.
- provided ongoing Quality Assurance for Apogee funded external projects such as Max Payne and Prey.
B.A. UNIVERSITY OF SOUTH FLORIDA, 1996
FINE ART, CINEMATOGRAPHY
A.A. ST.PETERSBURG COLLEGE, 1994
INTERDISCIPLINARY PROGRAM
borderlands + aliens © gearbox software. for that matter, duke nukem is too. so © gearbox on that as well. i created all the work on this site, unless otherwise noted.


