Resume

Experience

Bedlam Games
3D Artist

Computer Games industry

December 2006 – July 2011  (4 years 8 months)

——————————————————————————————

Ubisoft

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.

——————————————————————————————

Rockstar Games Toronto

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)

——————————————————————————————

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)

——————————————————————————————

Silicon Knights

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)

——————————————————————————————

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)

——————————————————————————————

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)

——————————————————————————————

Education
Art Institute of Dallas
Applied Arts, Computer Animation and Multimedia

1992 – 1994