playstation3

inFAMOUS
The Technical Director on inFAMOUS. Duties included technical art support for shaders, animation, lighting, and character pipeline. Lead a talented junior TD. Created all HDR light probes used in game. Created 200+ camera anims for all hands off cameras in cutscenes and mission starts. Many other tasks.
official credits: technical director
Uncharted:Drake's Fortune
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
Ratchet and Clank:Tools of Destruction
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
Lair
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
Warhawk
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
Resistance:Fall of Man
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: none. left before the credit cut-off date, but claiming credit.
Motorstorm
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
MLB 2007
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
NBA 2007
Hired at Naughty Dog in June 2003 as the technical artist on Mark Cerny's ICE Team. We developed Playstation 3 tools, tech, and development advice for most of Sony's launch and first generation titles. The team assisted in the presentations for E3/GDC presentations since the first public PS3 showings.
official credits: special thanks to the ICE Team.
 
playstation2

Jak X:Combat Racing
During the production of this game, I was part of the internal ICE Team at Naughty Dog developing Playstation 3 tools and technologies, so my involvement with the daily to day production of the game was limited. My primary responsibility was as the ICE Team artist, which was still a secret, but I was able to assist with art production and pipeline decisions.
official credits: special thanks
Jak 3
During the production of this game, I was part of the internal ICE Team at Naughty Dog developing Playstation 3 tools and technologies, so my involvement with the daily to day production of the game was limited. My primary responsibility was as the ICE Team artist, which was still a secret, but I was able to assist with art production and pipeline decisions.
official credits: special thanks
Jak 2
I was hired near the end of the production of this game, to be part of the "skunkworks team" at Naughty Dog, called the ICE Team. So I didnt directly work on the game, and did my best to stay out of the way during the last couple months of its development.
official credits: special thanks
My Street
Designed and setup all of the characters rigs and skinning, including the create-a-character module and an automated facial animation system. Acted as Animation Team Lead overseeing a small animation staff, and worked closely with the programming staff to streamline the character system.
official credits: animation team lead
Coolboarders 2001
Took over after the main animator left, and reworked all of the motion capture and created animations for anything that didnt exist. Created all of the sky textures and did most of the in-game lighting.. Modeled random objects and did most of the scripted camera animations. I also worked with 2 others to get the company up to speed using Maya.
official credits: animations, sky textures, camera animations
 
playstation1

Coolboarders 2001
Created multiple levels, including all textures. Also responsible for sky textures and most of the in game lighting.
official credits: background artist
Coolboarders 4
Created multiple levels including textures for the game, which shipped 7 months after being hired. Three of us were hired directly from school to work on this game, and it sold well over a million copies. One of my levels was selected to be on a demo disc for a Pizza Hut promo, and magazine pack-in.
official credits: background artist
Coolboarders 4 Japanese cover
The Japanese cover was cooler than the US version, the game is the same.