Resume

Experience:

BioWare A Division of EA

May 31, 2007 – July 21, 2023

Art Director 6/17 – 7/23
  • Lead the Star Wars: The Old Republic Art Team, provide direction
  • Participate in senior leadership of the product
  • Involved with scheduling and planning for the art team
  • Working with outsourcing manager, provide feedback and technical guidance on environment pipeline as needed
  • Review and triage of incoming bugs
  • Assign bugs out to team
  • Review art team work and provide feedback
  • Work with other departments as needed for task clarification, interviewing applicants

Areas:

  • Ruhnuk
  • R-4 Anomoly Operation
  • Manaan (planet)
  • Elom Flashpoint
  • Onderon
  • Mek Sha
  • Dxun Raid
  • Dantooine
  • Ossus/Lair Boss
  • Nathema Flashpoint
  • Copero Flashpoint
  • Galactic Starfighter Battle over Iokath
  • Iokath Raid (5 bosses)
Lead Environment Artist 12/16-6/17

Umbara Flashpoint

  • Setting look and feel, gold standard area creation
  • Planet surface world building, lighting, propping, optimization
  • Working with vfx team
  • Setting asset list for outsourcing
  • Training of artists to perpetuate look
  • Train new artists as they join the team
  • Work with Outsource Manager to get props needed for level – provide stubs, feedback, review assets
Associate Art Director 2015-2016

Yavin 4 Warzone

  • Art direction of environment
  • Review of area
  • World building pass of area working with Design to make sure environment suits design needs
  • Optimization of area
  • Bug fixing

Manaan Stronghold

  • Art direction of environment
  • Review of area
  • Making sure area fits within performance limitations
  • Bug fixing

Knights of the Fallen Empire 10/27/15

  • First pass art direction of environments
  • Scheduling for Environment, VFX, Animation and Tech Art teams
  • Working with the Concept team, providing feedback
  • Supervised Environment, VFX, Animation and Tech Art teams (15 artists)
  • Review of environments, provide feedback
  • Bug fixing and assigning out to team

Knights of the Eternal Throne 12/2/16

  • First pass art direction of environments
  • Scheduling for Environment, VFX, Animation and Tech Art teams
  • Review of environments, provide feedback
  • Working with the Concept team, providing feedback
  • Working with outsourcing team
  • Supervised Environment, and VFX teams (8 Environment Artists and 4 VFX artists)
  • Bug fixing and assigning out to team
Lead Environment Artist / Senior Lead Artist 2014-2015

Shadow of Revan 12/9/14

  • Supervised and scheduled both the Environment and VFX teams
  • Set golden standard for Yavin 4 and Rishi
  • Taught artists how to duplicate golden standard look
  • First pass art direction
  • Outsourcing of assets – stub creation, forum posts, feedback, finalization of assets
  • Reviewed the environment teams work – provided feedback
  • Bug fixing and assigning out to team

Kuat, Rakata Prime, Ziost

  • Supervised and scheduled both the Environment and VFX teams
  • Created golden standard areas for Rakata Prime
  • Reviewed the environment teams work – provided feedback
  • Reviewed final areas to make sure they fit within performance limitations
  • Outsourcing of assets – stub creation, forum posts, feedback, finalization of assets
  • Bug fixing
Senior Environment Artist 2007-2014

Galactic Strongholds 2/4/2014

  • Support tasks
  • Bug fixing

Rise of the Hutt Cartel 4/14/13

  • Support tasks on Makeb
  • Bug fixing

Star Wars: The Old Republic 12/20/2011

  • Planet Lead: Tython, Tatooine, Voss, and first pass of Balmorra
  • Manage a team of artists for planet buildout – scheduling, ensuring timelines, quality control, work with designers/scripters to make sure their needs are met, work with engineers as needed to troubleshoot and streamline tools, optimize areas. Teams ranged from 1 to 9 artists.
  • Planet look creation/golden standard areas – manage small teams to create the golden standard look for planets, also created assets for the looks. Golden standard areas: Tython, Balmorra, Bothowui (unreleased)
  • Outsourcing of assets – created stubs, forum posts, handled feedback and approvals and importing assets into game
  • Trained and mentored several of the artists as they joined the team
  • World Build out for areas on Tython, Tatooine, Balmorra, Dromund Kaas
  • Texture creation
  • Bug fixing
  • Optimization of several planets for performance

Midway Studios – Austin/Inevitable Entertainment

October 2002 – 2007

Senior Artist
  • Model and texture environment art

Area 51: Blacksite

  • “Pod Leader” – Manage level buildout and get reference packet information ready for outsourcers, Provide feedback/art direction to outsourcers

Unreleased Game

  • Model environments based on Chicago in Unreal Engine 3
  • Research on area and building types
  • Create prototype areas
  • Create props for environments – Model, UV and texture

Area 51

  • Models and texture art

The Hobbit

  • Models and texture art
  • Interface assets
  • Front end and HUD art
  • Additional character art support
  • Pageturn cinema art

Super Happy Fun Fun, Inc.

September 2001 – August 2002

Senior Texture Artist
  • Painting textures and applying to environment models
  • Modeling environments and props
  • Applying uvs to character models
  • Painting character textures

KalistoUSA/BigSky Interactive

August 2001

Contract Texture Artist
  • Painting textures

Retro Studios

July 1999-July 2001

Senior Texture Artist
  • Painting textures and applying to environment models
  • Modeling environments
  • Skinning of character models
  • Character model modifications

Disney Interactive

Edutainment/Entertainment Divisions

August 1994-July 1999

Artist
  • Communicating between 2D and 3D groups
  • Breaking down what textures need to be done
  • Assigning out work to technical artists
  • Enforcing deadlines
  • Idea sketches
  • Asset creation
  • Background painting
  • Background image clean up
  • Sprite clean up
  • Localization of text in game assets

Artist Trainer

  • Responsible for designing and implementing a program of training classes to bring artists computer skills to a higher level.

Responsible for teaching artist classes on:

  • Photoshop 4 – Actions, Channels, Paths,
  • Adjustment Layers, and Layer Masks.
  • Photoshop Filter Packages
  • Illustrator 6
  • Illustrator 7
  • Debabelizer

Responsible for teaching a beginning level class on Photoshop 3 to all employees interested at Disney Interactive Edutainment.

Titles worked on:

  • Star Wars: The Old Republic MMO Bioware/EA 2011
  • Blacksite: Area 51 Midway Studios Austin 2007
  • Area 51 Midway Studios Austin 2005
  • The Hobbit Inevitable Entertainment 2003
  • SpongeBob SquarePants: Revenge of the Flying Dutchman THQ/Big Sky Interactive 2002
  • Ravenblade – Unreleased, Retro Studios 2001
  • Lion King Animated Storybook – Sprite clean up
  • Aladdin Activity Center – Sprite clean up
  • Winnie the Pooh and the Honey Tree – Sprite clean up
  • Lion King Activity Center – Preliminary conceptual sketches
  • Mickey and Crew Print Kit – Art asset translations into four languages
  • Lion King Print Kit- Art asset translations into four languages
  • Aladdin Activity Center – Art asset translations into four languages
  • Winnie the Pooh Ready to Read – Preliminary conceptual sketches
  • Winnie the Pooh Number Garden – Preliminary conceptual sketches
  • Pocahontas – Sega and Super Nintendo – Sprite clean up, checking of animation hookups
  • Alice and Wonderland – Conceptual sketches, conceptual paintings
  • The Wonder Tree – Conceptual sketches and Board presentation
  • Aladdin Fate of Agrabah – Conceptual Sketches, conceptual paintings storyboard drawings, texture maps, and elevation drawings for the 3D Artists, avi compilation, animated texture maps
  • Math Quest – Art asset generation
  • Photo Magic – Conceptual Drawings, conceptual prototyping in Director
  • Little Mermaid Print Studio – Element design
  • Aladdin Reading Quest – Conceptual drawings, game screen design, asset generation, background painting
  • Mulan Animated Story Studio – background clean up, miscellaneous art fixes
  • Disney’s Animal Kingdom – Texture map generation, presentation board design
  • A Bug’s Life Active Play – Game screen design, asset generation, background painting
  • A Bug’s Life Print Studio – Game screen design, texture maps, asset generation
  • Disney’s Magic Artist Studio – Interface texture maps, interface buttons
Associations

Academy of Interactive Arts and Sciences – Charter Member 1997

 

Education
Art Center College of Design

Pasadena, California December 1993

Bachelor of Fine Arts with Honors in Illustration

 

California State University, Northridge

Northridge, California December 1993

Bachelor of Arts cum laude in Art with an

Emphasis on Illustration, Figure Drawing and Photography

 

Awards/Publications

Communication Arts

Interactive Design Annual

September/October 2000

Pages 156-157

Disney’s Magic Artist Studio

 

Communication Arts

Interactive Design Annual

September/October 1999

Page 134

Disney/Pixar’s A Bug’s Life Active Play

 

Exhibitions

Gilded

Ardest Gallery, Houston, Texas October 26, 2024 – November 23, 2024

Sun Horse, acrylic and gold leaf painting on illustration board

Golden Eye, acrylic and gold leaf painting on illustration board

 

Illustration West 32, Society of Illustrators

Los Angeles Otis Gallery, Los Angeles, CA November – December 1993

Editorial piece for the book “The Yellow Wallpaper”

 

Art Center College of Design Gallery

Pasadena, CA August – December 1992

Two Three-dimensional wooden boxes dealing with a fortune from a cookie

 

Images II

California State University, Northridge, CA 1989

Several pieces in various media

 

References available upon request.