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downloadable version here.
OBJECTIVES: To work for a company with the same core values I possess: integrity, hard work and a passion for gaming. To be in an environment that lends itself to continued learning and sharing of ideas between peoples.
SHIPPED TITLES:
Vanguard: Saga of Heroes
RELEVANT EXPERIENCE:
Trion World Network March 2009 – present
Character Artist
- Responsible for modeling, high poly sculpting, texturing, UVs and LODs of both player characters and non player characters.
- Work with the Character Lead and Art Director to maintain and execute the vision for each character.
- Adhering to the technical limitations of character creation including shader creation, poly count limits, and effective LODs.
Sony Online Entertainment May 2007 – March 2009
Senior Artist
- Responsible for all new NPC creatures and PC armors, starting from the concept phase through completion of the model, textures, and rigging.
- Responsible for the optimization of current NPC and PC pipeline for Vanguard: Saga of Heroes, a massively multiplayer online game. This includes re-visualizing our character meshes and textures, reducing performance hit of PC characters, and implementing new features such as helmets.
- Conversion and implementation of animations into the Vanguard pipeline from other SOE products.
Sony Online Entertainment October 2007 – December 2008
Freelance Artist
Sigil Games Online August 2004 – May 2007
- Character Artist: January 07- May 07.
- Responsible for modeling, texturing, and rigging of NPC characters and character armors. Work in conjunction with our leads and the design department in the creation of NPCs required for particular dungeons and regions for Vanguard: Saga of Heroes, a massively multiplayer online game.
- Team Lead, Environment Artist: August 04- December 06.
- Responsible for the initial creation of environment assets, in particular dungeons and the city of Martok.
- Team Lead responsibilities include point of contact for environmental art with respect to aesthetics, technical knowledge, pipeline, and scheduling; communicate deadlines and difficulties of the team to production lead.
Dreams in Motion July 2004 – October 2004
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