For 19 years my passion to create compelling art has been fueled not only by an artistic need of expression, but by the excitement of truly bringing that creation to life within a game, as well as a genuine interest in overcoming the unique challenges that the entire game development process presents.

BLIZZARD ENTERTAINMENT - 2021 - Present

Lead/Senior II Character Artist - Overwatch 2

  • Currently in the role of Character Lead for new hero development; training and supporting other characters artists in the creation of new heroes, both artistically and technically.

  • Responsible for the model/texture creation of the hero “Mauga”

  • Created the first “Mythic” skin, “Cyber Demon Genji” and worked closely across multiple disciplines to create and set the standard for the mythic skin pipeline.

  • Created character skins for Mei, Widowmaker and Lifeweaver.

DOUBLE DAMAGE GAMES - June 2017 - 2020

Character/Concept/General Artist - Rebel Galaxy Outlaw

  • Responsible for integration of all game characters.

  • Created all Main Story NPC concepts, models, textures, and rigs.

  • Managed a small group of contract artists (2-3) for various character tasks.

  • Misc. tasks as needed; environment layout/lighting, graphic/poster design, map icon design.

MOTIGA - March 2015 - June 2017

Lead/Senior Concept and Character Artist - GIGANTIC

  • (As Lead) Character team task management, scheduling and general art feedback.

  • Responsible for all aspects of character asset creation as well as skin weighting.

  • Delivery and integration of completed character assets within Unreal Engine 3.

  • Collaborated within a multi-disciplined team to create character game mechanics and abilities.

RUNIC GAMES - May 2009 - January 2015

Art Director  - HoB  September 2013 – January 2015

  • Responsible for creation of art style guidelines and general art direction.

  • Worked closely with all artists to ensure a cohesive and consistent style.

  • Worked with lead level designer and lead programmer on core game play mechanics and overall game design.

Senior/Lead Character Artist - Torchlight and Torchlight II  May 2009 – September 2013

  • Responsible for setting and keeping the high standard for character art quality with the in-house team and outsource character art.

  • Responsible for the creation of character models, textures, rigging and export for Torchlight and Torchlight II.

  • Designed and prototyped flexible player character armor system for Torchlight II

  • Managed all aspects of in house and outsourced character art including assignment, review, direction, clean-up and implementation of assets.

MYTHIC ENTERTAINMENT - November 2004 – May 2009

Assistant Art Director - Warhammer Online: Age of Reckoning  September 2008 – May 2009

  • In charge of all aspects of the character art assets and implementation including:

  • Defined visual distribution/progress of armor items over the course the game.

  • Directed the visual design of character skill effects and overall timing.

  • Assisted in schedule creation for all character artists, outsource artists and effects artists.

Lead Character Artist - Warhammer Online: Age of Reckoning  March 2007 – September 2008

  • Ensured the quality and consistency of the character model and texture asset production.

  • Managed and scheduled character tasks including PC, NPC, and monster creation.

  • In charge of outsource work orders, daily feedback and asset approval.

  • Helped the Shanghai outsource team to hit our artistic standards through daily work reviews and feedback as well as taking a couple of trips to their studio in China for on-site review and training.

Character Artist - Imperator, Dark Age of Camelot, Warhammer Online November 2004 – September 2007

  • Responsible for the creation of character models, textures and some rigging for the Imperator, Dark Age of Camelot and Warhammer Online: Age of Reckoning projects.

COMPETENCIES

  • Extensive experience with Low-Poly modeling in 3dsMax.

  • Familiarity with Hi-Res sculpting in Zbrush as well as creating current generation textures from a Hi-Res mesh.

  • Extensive experience in hand painted texturing, both realistic and stylized in Photoshop.

  • Proficient skin weighting in 3dsMax.

  • Extensive experience managing, leading and directing art teams both in house and off site.