GAMES SHIPPED
Tomb Raider Underworld (2008) - (DS)
Lead Artist, Concept Artist, 2D Art and Particle Animation
Godzilla Double Smash (2007) - (DS)
Concept Artist, Initial 3D Character Models, 2D Particle Animation
Superman Returns (2006) - (DS)
Lead Artist, 3D Character Modeler, 2D UI and Asset Artist
Superman Returns: Fortress of Solitude (2006) - (GBA)
Lead Artist, 2D Asset Artist
Madagascar: Island Mania (2005) - (PC)
Lead Artist, 3D Environment and 2D Asset Artist
Fantastic Four (2004) -(Jakks TV Games)
2D Environment and Animated Pickup Artist
SharkTales (2004) - (PC)
Lead Artist, 3D Environment and 2D Asset Artist
Electronic Arts NBA Ballers: Phenom (2004) - (XBox)
Contracted by Liquid Development for 3D Assets (Mansion, 2 cars, 2 backboards)
City of Villains (2004) - (PC)
Contracted by Cryptic Studios for 2D Assets (20 enhancement icons)
Spiderman (2003) - (Jakks TV Games)
2D Environment and Animated Pickup Artist
101 Dalmations 2 (2003) - (PSX)
Environment Artist
Dora the Explorer: Barnyard Buddies (2003) – (PSX)
Character/Environment Artist
CURRENT PROJECT
Senior Concept Artist, Underground Development / Activision
PREVIOUS PROJECTS
Art Director, Santa Cruz Games, Inc (Santa Cruz, CA) May 2003 - July 2008
▪ Concept art: Conceptualize, create, design, sketch, and illustrate all characters, elements, vehicles, objects and environments. Design and create assets consistent with existing license assets to achieve desired look and style. Ability to quickly sketch ideas for required game assets. Create high quality illustrations required for marketing and media as required.
▪ 3D Art & Modeling: Work from a piece of concept art and create the model from start to finish. Build the initial model, the creation and subsequent application of texture maps. Excellent knowledge of low-poly modeling. Create textures to the appropriate style and standard. Create UV map efficiently with a good use of space and minimal texture distortion.
▪ Management: Envision and ensure desired look is achieved, responsible for the look and style of the game. Provide useful constructive visual critiques of 2D and 3D assets. Brainstorm original content depending on the project needs and develop an art style for the game. Responsible for management of Art Department, assignment of asset creation tasks, oversee production of assets
EDUCATION
Computer and Video Imaging – Cogswell College, Sunnyvale, CA August 1999 – July 2003
Nothing Entered