Emmy award winning real-time computer graphics artist with 10+ years of experience in real-time 3D development pipelines. I enjoy being a problem solver who thrives solving hard challenges. My work spans from industrial design of real-world consumer products to creating 3D graphics content with no physical limit. Each day I work towards building my proficiency to craft new consumer experiences. I started my career as a texture artist at EA where my curiosity for computer graphics lead me to becoming a real-time VFX artist / 3D generalist where I blend technical skills with artistic creativity.
Currently I’m working as a visual effects artist at Facebook creating content solutions for their next generation of AR and VR platforms.
Maya 2019
Houdini 18.0532
Photoshop CC
Illustrator CC
After Effects CC
EmberGen
Zbrush 4r8
Substance Painter & Designer
Unreal Engine 4.26
Unreal Niagara
Perforce
Unity 2019.3
Popcorn FX 1.18
AmplifyShader
C# (Low Level Tool Scripts in Unity)
10 years’ experience in Real-Time production pipelines
Augmented Reality and Virtual Reality Production Experience
Mobile Development Experience
Shader Authoring and Optimization for Realtime Platforms.
Strong sense of video game production pipelines
Willingness and demonstrated ability to learn new techniques
Real Time Effects for games
Peer Mentoring
Proactive Communicator
Strong sense for in game communication and nuance of timing for Realtime VFX
Authored a variety of VFX ranging from user-interface, magic, fire, water, electricity, projectile, and physical type effects
VFX Texture generation using 2D and 3D workflows
3D Geometry authoring / rigging
Fluid Simulations for Realtime Texture Generation
Dynamics Simulation in Houdini to Unreal and Unity
Outsource Management
Next Gen Character Modeling Techniques
April 2019 – Present
VFX Artist working on Various AR/VR Related projects at Facebook / Oculus
Sep 2018 – April 2019
VFX Artist on “Psychonauts 2”
May 2017 – Sep 2018
Lead VFX Artist on “Icons Combat Arena”
Nov 2015 – Nov 2018
Primary VFX Contributor on Emmy Award Winning Baobab Studios' first VR Short “Invasion”
Their first production “Invasion” was entirely authored in Unreal 4.9.
“Asteroids” their 2nd Emmy Award winning VR short a used Unity 5.6.1
Artist Credit on “Crow The Legend”
Sep 2015 – April 2017
Responsible for all In-Game and Client Side Effects for the game “Shardbound”. All shader work was accomplished using the Unreal 4 Material Editor. Our pipeline required Blueprint scripting and Python. I also tackled multiple tasks ranging from 3D modeling, UI Materials, and Prototyping.
Oct 2015 – Present
Created an Augmented Reality App for Studio O+a to use in a Trade Show Exhibit.
Authored Various Realtime Effects for Various Mobile Clients
Past Clients: Play Studios, NPNF Games, FunPlus+ Games, Studio O+a, Interactive Play Technologies.
Oct 2014 – Sep 2015
Lead VFX Artist supporting 3 projects in Zynga New IP Development Division
Aug 2014 – Oct 2014
Lead VFX artist on undisclosed project using Unity
June 2012 – Aug 2014
Helped raise the VFX quality bar of EA’s first attempt within the “MOBA” Genre. Used a proprietary scripting environment to author 100’s of effects. We pioneered new gameplay and effect techniques weekly. Successfully pushed for talent acquisition and mentored peers. Worked with lead Engineer to conceive new shaders and VFX technology.
Oct 2011- June 2012
Created and managed character outsourcing and documentation standards. Authored initial assets for a shared animation pipeline. Towards the last few months of the project I was concurrently the VFX artist. I authored in game effects using EA’s proprietary tools used in the Visceral games division.
Oct 2009 – Oct 2011
Used a proprietary scripting environment to ship the following titles. I Became the Lead VFX Artist on my last 2 Sims projects.
Sim Animals 2 for Wii (Oct 2009)
Sims 3: World Adventures (Nov 2009)
Sims 3: Ambitions (Jun 2010)
Sims 3: Late Night (Oct 2010)
Sims Medieval (March 2011)
Sims 3: Generations (May 2011)
Sims 3: Pets (Oct 2011)
Oct 2006 – Oct 2009
Sims2Pets: Created hundreds of character texture assets to be integrated in both the PS2 and PC Build. Sims Castaway: Designed all 14 archetypal characters. Conceived 144 variant themed clothing items which served as reference imagery for character outsourcing. SimAnimals 1 & 2: Reported to Art Director for the “Look Development” of new IP. Prototyped character rig for use in “shared animation pipeline” for quadrupeds. Developed texture pipeline and art style for character assets, yielding over 200 texture variants for the animal marking system and a foundation for future legacy products. Mentored peers on pipeline tools and workflow for character creation. Modeled and textured several characters.
Oct 2001 – Oct 2009
Multidisciplinary design consultant. Experience with 3D Consumer Product modeling, Consumer Product Design and Rendering, Architectural Visualization, Flash Web Design, and Concept Design.
Clients included: Wild Planet Toys, Listerine, Boeing, Mars Candy, Levi’s, Studio O+a, Williams Sonoma, Shopping.com, and Tech TV
Masters in 3D Modeling and Animation
Industrial Design Degree
Available upon request