
Summary:
I am an experienced, creative and skilled artist, traditionally trained as an illustrator, with a Bachelors degree from the Academy of Art University and with more than 20 years experience in gaming, since 1994. I have shipped over 25 titles in my career, many as a senior or lead UI artist and designer. I have been lucky to have had the opportunity to use my skills as a 2d and 3d artist on a wide variety of projects and to fill the rolls of 2d artist, 3d modeller and texture artist, concept artist, environment designer, UI, Icon and character designer.
I have software expertiese in Photoshop, Illustrator and 3D Studio Max, as well as additional software skills and experience with various proprietary software packages related to specific projects and consol development, UI implimentation and version control (Perforce), including on the job experience with After Effects, Maya, Flash and Dreamweaver, as well as other development tools used by game studios.
Skills:
- Excellent Draftsman: Drawing and Painting
- Icon Design
- User Interface Design
- 2D Illustration, traditional and digital
- 3D Modeling and Texture Painting
- Concept Art and Design
- Character/Environment Design
- Team Leader
- Self Motivated
Objective:
To work with progressive and creative teams, in open and mutually supportive environments where the emphases and importance is placed on creativity and innovation and making fun and beautiful games.
Professional Experience:
Lead UI Artist 2014-2015
Dec 2014 - August 2015, Mercenary Technologies (Activision/Treyarch)
UI Lead for the PS3 Port of Call of Duty: Black Ops III. With the corodinated efforts of myself and the Engineering team we worked to Port PS4 content and UI to the PS3, using Photoshop, Illustrator, and LUIGUI, Treyarch's Proprietary UI Editor.
Illustrator/Iconographer/UI artist: 2009-2014
June 2013 - May 2014, September-october 2014: EA/Maxis: Sims 4. Iconographer/llustrator.
February 2013- April 2013: EA/Maxis: Sims 3, Expansion Pack 10, title TBA. Iconographer/Illustrator.
November 2012-January 2013: EA/Maxis: Sim City, UI Artist/Iconographer.
March 2012-August 2012: EA/Maxis: Sims 3 Expansion Packs Supernatural, Seasons. Iconographer/Illustrator.
October 2010 - November 2011: EA/Maxis: Sims 3 Expansion packs Generations, Pets and Showtime. Iconographer. Created a huge selection of UI Icons using Adobe Illustrator and Photoshop.
July-August 2009/January-February 2010/June-August 2010. EA/Maxis: Sims 3: Expansion Packs World Adventures, Ambitions and Late Night. Electronic Arts. I created a huge selection of UI Icons using Adobe Illustrator and Photoshop.
January 2009 - June 2009:
Guitar Hero: Van Halen, Underground Development/Activision. Foster City/Redwood City CA. I was the WII UI artist. My job was to convert the UI as designed to work on the WII console, adapting the original UI from the Playstation 3 and XBox 360. I converted all visual assets to WII compatable spec's and worked with the codebase and the teams enginers to adapt the UI to the WII environment.
Illustrator/Iconographer/UI artist: 2008
July-November 2008:
Sims 3, Electronic Arts
Inc: Icon Designer/Illustrator.
I designed more than 300 unique icons (more than 600 total) for the original release of the Sims 3 base Game.
February-June 2008:
Spore, Maxis Inc/Electronic Arts. Website designer and Icon illustrator/Designer for www.spore.com. I was the website visual designer for the online site dedicated to the game Spore. I worked closely with the games producers and the web engineering team. I created the look and feel of the site, creating original artwork as well as integrating actual game art assets into the site.
Dec 2007-February 2008:
Spore, Maxis Inc/Electronic Arts. UI artist and Icon designer. I worked with the Arti Director and the UI lead designer and producers to help build and design new UI layouts and art assets. I created new Icons in Illustrator and Photoshop and build UI layouts with the Sport team;s in-house UI design tool.
Illustrator/Iconographer/UI artist: 2008
October-November 2007:
EA Land (Sims Online): I created a new map for the now
defunked "EA Land".
February-June 2007:
The Sims
Castaway (Console) I worked as the Concept Artist for the game, designing furniture sets and game objects. I also was the UI Icon designer, creating a large number of icons and spot illustrations for the food and resource system within the game. I also created icons for the clothing and object placement UI.
Maxis
Inc, a Devision of Electronic Arts. Walnut Creek Ca.
May 2000 to July 2006
- Concept Artist for Sims 2 Pets, a Playstation 2and Game Cube title.
- Senior Artist: Sims 2 Pets, Sims 2 Console, The Urbz: Sims
in the city, The Sims Bustin' Out, The Sims Online and The Sims expansion packs: Livin' Large, House Party, Vacation, Hot Date,Unleashed and Superstar.
- UI artist for The Sims Bustin' Out, on the Playstation 2, X-Box and
Game Cube Consoles.
- UI lead Artist and deisgner for The Sims Online.
- Skins (Character Artist) for The Sims Online.
Hasbro
Interactive, MicroProse Inc, Alameda, Ca: 1999-2000
- Lead
artist: Master of magic II. The
Innovative 3-d sequel to the award winning, computer gaming
hall of fame, Master of Magic. A strategic game of Myth,
Magic and Empires. Never Completed.
- Spearheaded the
effort to redesign the games basic concept from a more traditional
2d pre-rendered approach to a more revolutionary 3-d design.
Worked to create the games unique look and feel. Strove to create
a new and fresh approach to overly familiar subject matter.
Supervised a team of artists working on concept sketches as
well as creating concept art. Worked closely with each artist
to determine the specific direction of his or her work. Created
our pre-production schedules, complete with artistic goals and
design philosophy as well as time based deadlines. Created initial
framework for our future production schedules. Created these
schedules to a degree never before attempted at our studio.
- Tools: Traditional drawing and design, 3d
Studio Max 2.5-3. PhotoShop, Microsoft project.
Hasbro Interactive
(MicroProse Inc), Alameda, Ca: 1999
- Concept Artist: Motor Derby game concept.
An
original idea by Dave Adams: A new direction in action gaming
and teamwork. Pre-Production only. Worked with the
projects Lead Artist to create unique character designs and
an animated presentation movie explaining the games core concepts.
- Tools: Traditional drawing and design, 3d
Studio Max 2.5-3, Adobe PhotoShop, After Effects and
Premier.
Hasbro Interactive
(MicroProse Inc), Alameda, Ca: 1999
- Concept Artist:Thrall game concept art. An original
idea by Erol Otus:
- Created a small number
of unique character designs
- Tools: Traditional drawing and design.
MicroProse
Inc, Alameda, Ca: 1997 – 99
- Senior
Artist:Star Trek, Birth of the
Federation. Strategy game of inter-Galactic exploration
and conquest set in the Star Trek Universe.
- Designed and created
the games unique User Interface. Designed and produced this
quite complicated and very detailed UI in about a 6-month period.
With the most challenging aspect being the need to do this in
5 distinct styles, each representing a different Star Trek character
race. Created over 45 fully rendered high polygon scenes/Icons representing objects the players built in the game. Modeled
and textured the entire family of starships for the Romulan
race, most of which I designed with no film or television reference.
Also modeled and textured the Enterprise E. Designed and
produced the cut scene movies (1 for each race) that functioned
as introductions for the beginning of each game (utilizing resources
created by the entire art team).
- Tools:3d studio Max 1-2.5, PhotoShop 3-5, Painter
5, DebabalizerPro 4.5, Adobe After effects and Premier.
Spectrum
Holobyte (MicroProse Inc), Alameda, Ca: 1996 – 97
- Senior
artist: Star Trek, Generations.The First real-time adventure set in the Star-Trek Universe.
Based on the film of the same name.
- 2-d and 3-d artist, creating environment textures for real
time combat levels: exteriors of an alien planet and the interior
of the Starship Enterprise. I created animated User Interface
elements for these levels and Character sprite animation and
renderings for use in all levels of the game. Personal favorite
accomplishment being the creation of 12 unique illustrations
that served as backdrops for mission objectives and instructions.
These included 3d rendered elements as well as fully painted
alien landscapes and star fields.
- Tools: PhotoShop 3.05, 3d Studio Max 1,
3d Studio R4, Animator studio, Animator Pro, Debalizer (Mac/PC)
and Fractal Design Painter.
Mondo
Media, San Francisco, Ca: 1994 – 96
- Artist: Microsoft
Explorapedia: People, Animals editions. Daedalus Encounter, Toonstruck, Forced Alliance, Zork Nemesis, Sun Micro Systems,
and many other clients and projects.
- Worked
as a general production artist, specializing in 2-d Illustrations,
animation, special textures and storyboards. Also contributed
to the design and production of an interactive animated greeting
card system as the lead artist/animator.
- Tools: PhotoShop, Debalizer, Animator pro, 3d Studio R4, Fractal Design
Painter.
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