THE RANDOM IMAGE
I'm a 10 yr. game industry veteran who's still a pie-eyed about the whole deal. I have leadership experience, a diverse skillset and wide, practical knowledge of art production.
Trained as a cinematographer, I've been an environment artist, a level designer, a personnel manager, a video editor, a writer and an illustrator.
A dishwasher. A digger of ditches.
Intimate with the Unreal Engine since 2000, I've also worked with Lithtech, various Flash implentations and idTech5. For asset creation, I primarily use Adobe’s Creative Suite (i.e. Photoshop, AfterEffects, Flash) Modo and Zbrush - though I’ve worked professionally in Lightwave, 3dsMax and Mudbox.
I'm looking for group of sharp, talented people with whom to professionally collaborate. As in -- A JOB. MAKING GAMES. Maybe with you. Or someone you know.
I have splayed forth MY RESUME and would be please if you were to CONTACT ME.
As a freelance artist over the the last year I've contributed models and materials to several projects, many slated for social and mobile platforms.
Most notably I made a ton of work for an upcoming Facebook title, rendering my 3d assets into stylized isometric sprites for use in a Flash-based isometric engine.
Prior to this I worked with Escalation Studios on the multiplayer component of id Software's Rage. I designed maps for the vehicle deathmatch modes, modeling them out as one dense, gigantic mesh -- a novel approach to art production given my prior experience with the more modular, kit-bashing Unreal Engine environment.
On Rage I also contributed to cooperative multiplayer scenarios, based largely on existing single player content. This pretty much involved riffing on and adding to existing geometry, creating entirely new assets only as MP gameplay demanded.
Sadly, I'm not sure what actually shipped in the final product, not having played the game yet. I do know one of my maps shipped, considerably modified.
Either way it didn't seem appropriate to include screenshots -- but the experience is certainly worthy of mention.
My experience on Borderlands began when asked to collaborate on a new direction for the game -- a risky endeavor at the time, given the project's advanced stage of development.
A small team set out to rapidly prototype this new direction, resulting in a level vignette that resolutely determined the "concept art" style associated with the franchise.
In order to be successful the new art style demanded an unsuspected increase in production oversight.
This situation was further challenged by the sudden need for artists unfamiliar with traditional art or illustration to hand-paint or "ink" thier work -- quickly.
Additionally, the process had to be retroactively applied to existing assets.
As part of the effort to goodify and streamline the proceedings, I was made environment art director -- a title that smacked of the titular.
In short turn however, the position became a patchwork of Art Lead, Level Designer, Prop Artist, Shader Technician, Illustrator, Orator and Assuager-in-Chief -- most with equal parts management and scheduling. In short, it was required to be simply and unassailably nimble.
That's to say, I:
- assigned tasks, provided feedback and iterative review of assets, mentored younger artists, organized and helmed design meetings, integrated and assessed outsourcing contributions, authored design documents, created style guides, sample assets, level vignettes and numerous discrete assets.
I also gave Clap-Trap and Moxxi thier names -- a dubious legacy, perhaps.
After leaving 3DRealms and joining Gearbox, I began working as an Environment Artist on Aliens: Colonial Marines, a pure inheritor of the film canon.
More pointedly, the means the game was concieved as an extension of the canon as divorced from the comics, novels, the Predator mash-ups or any prior game incarnation.
This naturally created challenges familiar to any developer working with an established property. The particular challenge for Art however, was the translation of a beloved (and rather strident) set-design scheme into real-time assets.
This became increasingly problematic as the project evolved and shifted focus, creating a need for some form intermediary art leadership.
In an effort to address erupting production issues, I moved into a position where I:
- co-created a Visual Design group to improve planning and communication, particularly integrating with Level Design; constructed map "vignettes" to establish tone, style and the modular use of art; generated asset lists and schedules in tandem with relevant Dept. Leads; tasked the environment art team, supervised progress and adjusted our pipeline for greater fluidity; reviewed and integrated outsourcing contributions; managed art packages and organizational conventions; created master materials, textures, props and construction sets emphasizing a "kit-bash" aesthetic; collaborated on game design documents and, lastly, served as the primary point of contact between Environment Art and the rest of the project.
The experience was a powerful one for me, shifting the trajectory of my career significantly.
When our Visual Design team was suddenly tasked with devising a new approach to Borderlands, processes developed on Aliens formed the core of moving forward.
NOTE: Because Aliens is still in-development, I'm restricted -- at least publicly -- to officially released screenshots.
Hired from the mod scene into 3D Realms, I was all a-jig with the thought of working on DNF, arguably the most anticipated Unreal Engine game of it's time. So a-jig was I, there was even an interview with Stomped.
DNF was of course later known for it's absurdly protracted development cycle -- wherein the term "cycle" is perhaps incisive. For me it always boiled down to being nimble and evolving; every time we switched engines or introduced a new technology, new skills and software had to be learned.
Autodidactically speaking, it was Paradise.
I started on Duke as a 2d texture artist. At the time levels were entirely composed of bsp geometry -- so not much more was required, really. When the team eventually moved to the Unreal Championship engine (as it was then called), static meshes were added to the mix. So I was given the opportunity to learn on the job.
I taught myself how to model and UV-texture low-poly assets.With the arrival of a per-pixel rendering, it was about making high-frequency detail and increasingly dense models (a startling jump in complexity at the time). This naturally led to extracting the now-ubiquitous rainbow of sexy texture maps: normals, diffuse, specular, depth, offsets and emissives -- oh my!
The tech, the project, shuffled onward, during which I:
mastered a glut of ruthlessly iterating lighting models (stencil-shadowed, then shadow-mapped, light-mapped, then a combination), learned and helped develop various material systems (including an early non-visual but node-basededitor)and several physics engines, bug-tested bsp bezier-patch tools ( w/ alpha based texture painting) and assisted in (was victimized by) the evolution of a skeletal system upon which most of our dynamic assets were based.
There are of course, limits. At some point you gotta put the pencil down and hit the page with ink.
So I left 3D Realms in late 2005 for Gearbox Software. Strangely, Duke followed me there some five years later.
NOTE: A surprising amount of my old DNF work shipped recently, but I've only put up shots of stuff I was doing right as I left.
As once was wont, I cut my teeth on game development in the game mod community under the name unDuLe. I made levels at first but later moved into textures, skins and even more level-making.
I joined the scene later than most, howeverv -- almost embarassingly I have to confess the first 3d accelerated game I played was Unreal, and I shat myself for a few days after. You could say Unreal is something like my first love; I ended up sticking with that community for a few years, dilly-dallying occasionally with Q2 and Kingpin modding.
When Unreal Tournament (the 1999 original) arrived and I had a tidy little stack of maps and textures under my belt, and these came to attention of the Real CTF team, known primarily for their "beamer" or grappling hook, also found and popularized (I think) by Quake 2 Lithium.
Real CTF was revamping for UT and needed an artist, so I signed on and created hundreds of textures, skins and several levels for the project.
Though created pretty much for our own amusement, we did submit to the first Make Something Unreal contest but failed to register much attention. We did get to watch Cliff Blezsinski play it though, over his shoulder, via webcam, which was kinda cool.
The experience turned out rather well for many of us -- several team members were picked up by professional studios, including myself. What was good for the individual howeever, ended the collective and the mod slowly and somewhat stochastically settled into being "done."
The original RT release has since been updated by a third party, Usaar33, and is available at ModDb.