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Professional CV

I am a versatile 3D Artist specializing in modeling, texturing, character animation, and scripting.  I am detail-oriented and organized, and bring excellent communication skills to the team. With years of experience as an environment artist, animator, and prototyper, I am able to contribute a variety of roles as priorities shift or as the project demands. My strong technical background enables a smooth exchange of ideas and complex concepts with other technical artists and engineers. Intuitive and forward thinking, I am routinely tapped to assist in developing tools, pipelines and features.

CV: CV

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(via PRO Unlimited)

2018 - Present

- Prototyped Augmented Reality effects using Spark AR Studio to demonstrate new capabilities, including body, hand, eye, and expression tracking

- Explored Commerce AR use cases including furniture, makeup, and glasses

- Developed research prototypes to validate interaction paradigms and UX

- Created 2D and 3D art content for effects using Maya and Photoshop

- Authored effect behavior using Javascript and Visual Programming

- Assisted development of Spark AR Studio software & API via direct feedback with engineers

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Temple Gates Games

2015 - 2018

Race for the Galaxy VR [2018]
- Modeled, textured, rigged, and animated VR avatar characters, including hand and facial gestures
- Modeled and textured spaceship environment 
 

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Race for the Galaxy mobile [2017]
- Reconstructed cards and iconography from core components 
- Authored Tutorial and Rules
- Composed sound effects and overall sound design

- Edited trailer

Ascension VR [2016]
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Modeled, textured, rigged, and animated VR avatar characters, including hand and facial gestures
- Adapted forest environment for use with our custom engine 
- Composed sound effects and overall sound design

- Edited trailer

Bazaar VR [2015] 
- Modeled all environment assets
- Modeled, textured, rigged, and animated 3D character and player item assets

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Electronic Arts/Maxis

2006 - 2015

Unannounced project [2014]
- Modeled and textured building and vehicle assets
- Authored hero and supporting character animations
- Provided direction and feedback for character animations authored by external studio
- Authored and revised animation state machines using ANT (EA’s Animation Toolkit)
- Guided proprietary tool development through iteration and feedback

SimCity: Cities of Tomorrow [2013]
SimCity [2011-2013]
- Modeled and textured modular specialty buildings
- Designed and implemented snapping interactions for all modular specialty buildings
- Modeled, textured, rigged, and animated Big Lizard and Robot disasters
- Authored vignette content and Sim character animations
- Authored secondary building content, including signage, building lots, and vehicle paths
- Guided proprietary tool development through iteration and feedback

Darkspore [2009-2011]
- Authored majority of all character animation content, including heroes, enemies, and boss characters

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Spore: Galactic Adventures [2008]
Spore: Creepy & Cute [2008]
Spore [2006-2008]
- Viewed and critiqued creature-animation combinations to support development of Spore’s proprietary animation tool 
- Wrote scripts in Perl to automate animation processing and error reporting

Interface Multimedia

2004 - 2006

- Modeled architectural structures, landforms, site work, and environmental attributes 
- Textured, lit, and rendered environments

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