A motivated technical artist with a grasp of the needs and expectations of next-generation game developers. Specializing in character modeling, detailing, rigging, lighting with an HDR workflow, Mental Ray Rendering, and game pipeline development. Enjoy researching new developments which challenge the limits of current technology and techniques requiring creative solutions.
Worked from pre-production to final on inFAMOUS for the PlayStation3 as the Technical Director.
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Tasked with developing and ensuring characters adhere to technical, aesthetic, and memory rules. Ensuring proper edge loops, hi-res pipeline, modeling for deformation, and proper UV usage.
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Worked with rendering programmers on shader & lighting development for a deferred system.
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Helped to develop the in-game camera editor which was used to create 200+ scenes in-game.
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Worked with Marketing to create the screengrabs for magazines and other promotional materials, also created renders in Mental Ray for in-house use and Sony Advertising promotional use.
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Mentored a junior TD, and spoke at local colleges to evangelize about the company and industry.
Worked on Mark Cerny's team developing tools and technologies for the Playstation3 console. I was the only artist on this project with a large number of senior level programmers for 3 years.
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Primarily tasked with researching art asset creation and pipeline methods for next generation games. This included looking at new software and techniques to increase artist efficiency and was instrumental in getting Naughty Dog involved in numerous Beta and developer feedback programs.
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Introduced zBrush, mudbox, HDRshop, and other new programs into the company pipeline.
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Assisted most of Sony's Playstation3 launch teams meet their 2005 deadlines for E3, GDC, internal milestones, and any other scheduled showings by assisting tools development and artist training.
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Traveled to the studios below to meet with the programming and art staffs introducing the tools and new technologies and demonstrating how to integrate it into their pipeline.
Contributing Artist for a talk given by Naty Hoffman, Dan Baker, & Jan Kautz
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Created the art materials used during Naty's talk on Physically Based Reflectance for Games.
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The materials required for the presentation consisted of a high resolution character bust created in zBrush and accompanying screenshots for the zBrush->Maya->PS3 art pipeline.
During my time in Los Angeles, I created 20 HDR light probes for personal use. 18 of which have since been incorporated in the 3D programs listed below:
Created images for richard rosenman's DOFpro photoshop plug-in
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DOFpro (Depth Of Field Pro) is a photoshop plug-in that adds depth of field to any image.
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DOFpro had been used on several of my images. Mr. Rosenman approached me about using some of them on his redesigned website. Ultimately, 2 images were used, Schild and Nuts.