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Control is key for legitimacy!

Digitally hand crafted!

Disney magic in motion!

VIDEOS

Epic Mickey 1 & 2 (Wii & Multiplatform, Junction Point Studios. 2010 & 2012)

Best selling Disney Videogame to date!

Principal Character Artist:

Nominated for promotion to the title of “Disney Art Master”, the craft-track peer of the Art Director who focuses on the discipline side of leadership needs. {Read More}

 

  • High resolution and low resolution modeling, UVs, Texturing for Epic Mickey 1, Epic Mickey 2, and 2 other unannounced projects.

 

  • Modular and Unique assets that required resource and tech specific standards for a strict memory footprint.

 

  • Creation of modular, customizable creatures, armor and clothes.

 

  • Creation of massive “point of interest” sculptures for environments.

 

  • Pipeline research and implementation for improved lighting and shading.

 

  • Critique and feedback or Outsourced Art.

 

  • Evaluation of production risks.

 

  • Training and Mentorship for the Character team and the Environment team in best practices, artistry and the use of different programs including Zbrush, Photoshop, Maya and NDO2.

 

  • Ensure the general efficiency and smooth management of different “tuning teams” and “strike teams”, and take responsibility for their successful completion.

 

  • Leading the texture team and small squads of environment artists at a time to homogenize style color palate and improve quality across the games as a whole.

 

  • Establishing pipelines through research, mentorship and for improved aesthetic results and faster productivity, for in-house artists and outsourcers abroad.

 

  • I have trained and directed outsourcers from Korea, Argentina, UK, the US and China. My multinational mindset allows for good intercultural relations and communications.

 

  • Team scheduling and resource management for art polish stages of production.

 

  • Cross-departamental coordination (art, tool team, engine, UI, core programming, tech art) for UI efforts, and bug resolution for multiple SKUs in different languages and platforms.

 

  • Paintings, training, leadership and mentorship for the Concept Art team.

 

  • Pipeline research and implementation, tool creation and art for maps, backgrounds, icons and buttons for the User Interface (UI) department.

 

  • Models, textures and research help for the Effects and Shaders Team.

 

  • Created Photoshop batch script tools to change the existing textures to new standards as the engine requirements changed.

 

  • Created batch export tools for thousands of icon files to different specifications for use in different languages and Interface configurations.

 

  • Paintings and high quality 3D renders for the Marketing Art team for use in booths, advertisements and online.

 

  • Created pipeline and training materials so anyone familiar with Photoshop could help increase texture resolution and make high quality NextGen normalmaps from Wii environment textures in a couple of hours. This improved quality and speed when in a tight schedule for us and the outsourcers.

 

  • Travel to represent art department’s interests when looking for new game engines.

 

  • Creation of cinematic material for game pitches.

 

 

 

 

 

 

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