Resume
Experience
Bedlam Games
3D Artist
Computer Games industry
December 2006 – July 2011 (4 years 8 months)
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Level Artist
Computer Games industry
August 2005 – November 2006 (1 year 4 months)
Splinter Cell 4: Double Agent- Level Artist (Multi Platform): Responsible for modeling, texturing, and lighting for specific levels.
Surf’s Up (license title- Multi Platform)- Lead Artist: Responsible for day to day production for a small, preproduction team. (scheduling, techniques, and mentoring)
Naruto: Rise of A Ninja (360)- Level Artist: Responsible for modeling, texturing towards pre-production/ concept and development.
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3D Environment/ Technical Artist
Computer Games industry
March 2001 – November 2004 (3 years 9 months)
Was responsible for the modeling, texturing, and lighting for environments, props, and collisions for character paths.
Projects:
Max Payne (PS2)
The Warriors (PS2)
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Sandbox Studios
Lead Artist
Computer Games industry
January 2000 – March 2001 (1 year 3 months)
Overlooked day to day production on multiple titles
Made sure the members on the graphics team had everything they needed in order to fulfill their tasks.
Made sure that the programmers had the proper tools for the artists consistantly updated to get the best results.
Projects:
Shrek (THQ-XBOX)
Curious George (Cancelled-PSX)
Dinosaur (Disney-Ubisoft PC, PSX)
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3D Artist
Computer Games industry
May 1998 – January 2000 (1 year 9 months)
Responsibilities were set in the environments: modeling, texturing, and lighting.
Projects:
Too Human (PSX)
Eternal Darkness(N64)
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7th Level
Illustrator/ Assistant Art Director
Computer Games industry
January 1996 – December 1997 (2 years)
Responsiblities were concept and illustration for many sets and assets for the levels, characters, props, interface, and game design. Was also responsible for building preliminary 3D for the artists to begin from to create a better workflow for production and create textures for a good number of the created assets.
Projects:
Return to Krondor (Sierra-PC)
GNOME (PC)
DOMINION (Ion Storm-PC)
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Terminal Reality, INC.
3D Artist
Computer Games industry
October 1994 – January 1996 (1 year 4 months)
My responsibilities included the creation of dog fight planes, enemy planes, planet assets, enemy bosses all in 3D or concept for other artists.
Projects:
Terminal Velocity(3D Realms PC)
Fury3 (Microsoft PC)
Hellbender (Microsoft PC)
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Education
Art Institute of Dallas
Applied Arts, Computer Animation and Multimedia
1992 – 1994
