Wolfenstein | 2009
Singularity | 2010
Cosmic Colony | 2012
Ice Age Village | 2012
Disney Pixar's Cars: Hotshot Racing | 2014
Disney Pixar's Cars: Fast as Lightning | 2014
Minecraft: Story Mode Season 2 | 2017
Batman: The Enemy Within | 2017
3D Environment Artist - Telltale Games
February 2017 - Present
Modeling, texturing, and lighting high quality assets and environments for Minecraft: Story Mode Season 2, and Batman: The Enemy within, using Maya, Photoshop, Substance Painter, and the Tool engine.
Independent Contractor 3D Artist
June 2015 - Present
Creating 3D models and textures using 3ds Max, Maya, Photoshop, and Substance Painter for games, game demos, and short films.
Lead Artist - Gameloft
September 2014 - May 2015
Working as Lead Artist, I help to guide my team in once a month DLC updates for Ice Age Village. I work closely with both design and production for story continuity and integration. I also work with licensors, and off site QA to make sure we always ship high quality content.
Lead Environment Artist - Gameloft
January 2013 - September 2014
As lead environment artist I was in charge of teams of about 7-10 people, made up of both 2D and 3D. I worked to develop architectural and organic art styles for new games, and meet branded art targets from Blue Sky's Ice Age to Disney Pixar's Cars.
Environment Artist - Gameloft
June 2011 - January 2013
Designed, modeled, and implemented high quality 2D and 3D assets for Ice Age Village, Cosmic Colony, World at Arms, Disney Pixar's Cars: Hot Shot Racing, and Disney Pixar's Cars: Fast as Lightning.
Freelance Web Designer
January 2010 - June 2011
Creating innovative and interactive websites using Photoshop, Flash, Dreamweaver, Wordpress, and Drupal, in XML, HTML, and CSS, for both local and international businesses and organizations.
Environment Artist - Raven Software
January 2008 – September 2009
Worked as a set dresser, lighting specialist, modeler, texture painter, and concept artist for Wolfenstein using radiant and Singularity using Unreal 3. Established set dressing and atmospheric lighting in the final version for optimal effects. Worked with the Gameplay Programmers, Scripters, and Designers assigned to the environment team to create high quality levels in Wolfenstein. Identified on a pro-active basis opportunities for enhanced visual appearance using 3D modeling and 2D texturing.
3D Art Intern - Raven Software
January 2008 - April 2008
I worked mainly in the capacity of a technical artist. Redesigned and optimized trees and foliage by texturing for enhanced appearance. Worked with AI, programming, and Sound departments to create test maps.
3D Artist - Raven Software MOD Community
May 2007 - September 2007
I made high quality 3D assets for a western themed MOD for Unreal Tournament.
Madison Area Technical College (MATC) - Madison, WI
Associates Degree in Animation, Interactive Design - May 2008
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