Lichdom Battlemage: Art Director
(PC, Xaviant LLC. 2014 (Apr 2013 – March 2015)
This project was very exciting to be a part of. As Art Director, I was able to infuse the visual identity of the title with color and folklore. By fusing influences from ancient cultures and adding some fantasy and magic, we achieved a compelling look to the characters, magic and environment. A strong mix between realism and the stylized.
Epic Mickey 1 & 2: Principal Character Artist
(Wii & Multiplatform, Junction Point Studios. Sep 2010 – March 2013)
With such valuable IPs, when you are a Disney artist, you cant be "close enough" or slightly off brand. A Mickey Mouse game that celebrates an entire history of art and tradition, a lot of research and style studies are necessary to hit the standards of the home team.
Wizard 101: Main Character Artist
(PC, King's Isle. June 2007 – Dec 2008)
Over 45 million players worldwide!
From 2D concept to in-game 3D completion. All parts are modular and seamlessly interchangeable. Texturing focuses on broad volume shapes to make the game look higer resolution and tech level than it actually was. I contributed the pipeline method for the player character art system and a large percentage of the characters that shipped with the game. Many NPCs and monsters.
IMAG Team: Art Director
(Multiplatform, Booz Allen Hamilton. (June2015 – Present day)
Lead the efforts of 19-person team developing multimedia technology solutions for military training.
Coordinates production efforts to create stunning visuals for industry leading e-learning and simulation software for Windows, Mac, iOS, and Android platforms.
Oversees Art Department’s aesthetic and technical development of multi-user applications for 3D simulations and virtual environments including top tier Virtual Reality scenarios, replicating aircraft, real world locations, and photorealistic Architectural visualization scenes.
System Shock 3: Art Director / Assistant Game Director
(Multiplatform, OtherSide Entertainment. (June 2016 – Present day)
Cross discipline creative and logistic leadership to prototype and execute on a deep first person horror/ survival simulation in which the game world is highly reactive.
Art direction of all aesthetic disciplines and creative direction for the game as a whole with AA expectations. Consistent, measurable results.
Lead a small core crew of inhouse artists, and a large core of outsourcers.
Project planning, personnel management, risk assessment, budget allocation, negotiation between disciplines and with vendors and outsourced partners.
Pipeline development, establishing procedures and techniques.
Hands-on prototyping and vizdev to set the visual bar, and guide the team.
Creation of marketing material, support for the Publisher needs.