I have 28+ years experience as a professional artist in the video game field, with 2.5+ years during that time as an Art Director. I'm a well-rounded 3D Generalist, though my focus is modeling and texturing.
Please email me at email@example.com for the full resumé or peruse the list of various positions I've added below.
Note, any gaps in my job history were where I was freelancing in between jobs, but I left those out for the sake of brevity.
Freelance art for clients such as NVIDIA, WayForward and other long-term clients. Projects include everything from 3D art to 2D, video-editing, etc.
I'm currently available for hire; freelance or full-time!
Completed 8-month development cycle for ‘Goosebumps’ based on the book series of the same name by R.L. Stine. This was a multi-SKU concurrent development for 3DS, XBOX, PS4 and PC. My role included; finding, vetting and hiring artists locally and abroad, communicating art tasks and directing changes, prioritizing tasks as-needed to meet keep artists busy and the pipeline flowing efficiently. I also contributed directly to the in-game background art as-needed. I developed new and efficient ways of working, such as creating 3D pre-vis of backgrounds to guide 2D artists. This accomplished two goals at once; it allowed the game-director to sign-off on angles and major elements and guided 2D artists to reduce revisions and iterations, which more time could be spent on finalizing art.
I've been freelancing with WayForward on seperate contracts since 1999.
Responsible for building the all-contract art-team for FSP (client) for their upcoming game for iOS, developed using Unity 3D and assorted plugins such as Sprite Manager 2 and MegaFiers. I handled the hiring of all artists—finding and vetting talent, pay-negotiations and contracts. Artists represented the gamut from concepts to 3D environments, sprites, animation, etc. and I explained each task to maximize efficiency and minimize re-work.
In an effort to expand my available pool of artists, I found a great way to convert Maya files to Max painlessly, by judicious-use of scale and templates. Artists were free to use the 3D package of their choice.
I helped model art assets as well as helping with design to improve gameplay where-possible.
This was an entirely work-at-home position, with all communication done through Skype and Jaconda Chat, and it worked-out great. My scheduled allowed me to be available for programmers in India (who came online at 11:30p) or the animator in Bulgaria.
Responsible for creating character models including textures, normal maps, rigging and other assets for DS, Wii, PSP, PS2, PS3 and XBOX 360, following concepts, poly budgets and art-direction. Found creative solutions to thorny technical problems.
Helped train and demonstrate tools to teach or demonstrate better workflows. These tools included ZBrush, Deep Paint 3D, UV Layout and Pro-Motion.
Created concepts, 3D art/animation and promotional art for NVIDIA's 3D chip art demos included with video cards, shown at Siggraph or E3 and for in-house interactive kiosks.
At BFD (Blizzard Film Dept.) I contributed to concepts, modeling, texturing, etc. for the cinematic episodes for Warcraft III and World of Warcraft. I learned sub-division modeling around this time.
Created 3D art/animation and cinematic art/animation for various clients such as Mindscape, Microsoft, Mattel, 3DO/Cyclone, WayForward, and more. My role included concept/design, modeling, texturing, lighting, character animation with morph targets, rendering, etc. Interfaced with clients when needed.
This was a joint venture with myself and a programmer for a proof-of-concept first-person PC title with some novel ideas at the time, including being multiplayer only, having cooperative-play vehicles (driver and gunner or troop transport), parachutes, and many innovations on capture-the-flag gameplay.
We had a network-playable proof-of-concept which was fun to play, but lack of financing and other games starting to show convergent evolution with some of our ideas meant it was time to move on. This was a great learning experience for both of us.
Worked as an artist/designer on various console titles for NES, SNES and Genesis. My role included 2D sprites and animation using Deluxe Paint Animator. I also did some of my first 3D art using Autodesk’s 3DS R4 as well as level design, game/interface design and concept drawings.
Recruited with programmer friend as game-design duo. Designed two published games (Mercenaries and Strike Squad) from the ground up under difficult deadlines. Involvement included game design, level/scenario design, approx. 95% art on both and managing other artists on the project, manual design/illustration, box/cover art design, character bios, all music composition and alpha testing. Also contributed to other games such as 'Siege' (all sprites, the Usk'hem Gart game level, all manual illustrations). I also worked on Magic Candle III and Ambush at Sorinor.
Trial-by-fire introduction into game development straight out of college. Began career with Color Dreams as half of a design-team hired to work on 8-bit Ninendo games. Responsibilities included everything such as game/level design, game art, manual illustration/some writing, music and box design/artwork. I also worked with Interplay as a contractor on two separate occasions, creating art for Lord of the Rings (C64), Rad Gravity and Star Trek (NES).
I continue to freelance in-between company jobs to this day.