Highly skilled and self-motivated 3D & 2D artist with 25+ years of professional experience spanning AAA PC/console games, mobile development, military and medical training simulations, commercials, and AR/VR products for Meta/Oculus headsets. Expertise in realistic 3D modeling, UV mapping, PBR texturing, texture baking, rigging, and animation, with the versatility to create both photorealistic and stylized art. Proficient in the complete 3D pipeline, from concept to final asset delivery, with a strong focus on efficiency, time management, and minimal supervision. Proven leadership with mentoring junior artists be highly effective in both collaborative and independent work environments. Contributed to 16 successfully shipped games, with extensive experience in both in-house and remote production settings.
HIGHLIGHTS
Software: 3D Studio Max, Substance Painter, Photoshop, Unity, Unreal, Github, Perforce, Jira, Confluence, Slack, Office
Titles: Virtual Training Facility, Career Exploration, RBI 2018 and 2017, Home Run Derby 2018 and 2017, Killing Floor 2, I-GAME Military Trainer, Homefront, Frontlines: Fuel of War, Toy Physics, Ravaged, Battlefield 2, Desert Combat, Dark Age of Camelot: Trials of Atlantis and Foundations, Blood Rayne, Deadly Dozen
EDUCATION
School of Visual Arts (SVA), New York, NY
Bachelor of Fine Arts, Major in Computer Graphics and Interactive Media – May 1997
• Directed the creation of engaging and realistic VR/AR simulations for Meta 2 & 3 headsets used for training, ensuring an immersive and safe environment for users to learn various trade skills including automotive & electrical repair, aviation, nursing, culinary, etc.
• Supervised remote designers & developers to maintain production schedule, mentored junior artists and reviewed and approved all 3D asset submissions.
• Worked closely with Subject Matter Experts in various trades to ensure accurate representation of the content.
• Developed a cohesive design language and best practices across multiple company products.
• Troubleshot various user experience issues related to VR environments, including height adjustments, teleportation mechanics, and motion sickness.
• Created optimized VR environments from concept to completion ensuring high performance while staying within hardware limitations. This included modeling, texturing, materials, and light map baking.
Responsible for creating engaging military and educational training simulation using the Unity game engine. Simulations are designed for VR and AR apps for use on the Oculus Go/Quest and other mobile devices.
Project: DynaWheel
Responsible for designing and creating multiple apps to make the rehabilitation process more engaging and motivating for patients suffering from: traumatic brain injuries, stroke, cognitive impairments, upper body and hand/wrist injuries.
Projects: Home Run Derby 2017, 2018 and RBI 2017, 2018 - XBox1, PS4, Android, IOS
Environment Artist responsible for creating and optimizing stadiums, creating physics models and baking light maps using the Unity Engine.
Project: Autodesk University 2016 Factory demo, HTC Vive
Freelance 3D Generalist responsible for creating accurate high resolution and in-game 3D models along with pbr texturing for Autodesk’s Autodesk University located in Las Vegas, Nov. 2016. Helped design and create a factory simulation in which participants view a heavy machinery assembly line using HTC Vive virtual reality head set.
Project: Killing Floor 2- PC
Freelance 3D Generalist responsible for creating accurate high resolution and in-game 3D models along with pbr textures. Published by Tripwire Interactive.
Project: I-GAME - PC
• Lead 3D Artist for I-GAME, which is a military trainer designed in Unreal 4 for the Department of Defense. Main purpose of the project was to give soldiers a new immersive more engaging IED detection training program.
• Textured, setup UVs, and modeled all high resolution and in-game 1st person and 3rd person weapons and vehicles with level of detail models (LODs).
• Participated in creating the art content workflow pipeline for I-GAME deliverables.
• Mentored junior level artist in advanced game content creation.
Project: Homefront - Xbox 360, PS3, PC
• Weapons Supervisor responsible for creating all weapons and drones from concept to a shipable product.
• Generated accurate high-resolution weapon models, working closely with the actual weapon manufacturers.
• Conceptualized and designed the weapon upgrade system, including all gun scopes, sights and under barrel attachments.
• Packed all UVs and rigged all 1st person and 3rd person weapons for Unreal game engine setup.
Project: Frontlines: Fuel of War - Xbox 360, PC
• Character and Weapons Supervisor responsible for creating the workflow pipeline, taking an asset from concept to completion.
• Modeled almost every character and weapon for the entire game, including all 1st person arms and weapons for both Single player and Multi player game modes.
• Managed the tasks and timelines for 4 other artists, who created all the textures for the various character and weapon models.
• Managed a team of 5-7 rotating artists, who created screen shots and videos for marketing and advertising.
Project: Toy Physics - iPhone, iPad
• 3D Generalist who helped design and create the look and feel of the game. Made game art effectively work under the technical requirements of the mobile platform.
• Modeled and textured all in game assets and designed several of the dynamic elements.
Project: Battlefield 2 - PC
Project: Desert Combat - PC
• Lead Artist and one of the original founding members of Trauma Studios, which was a mod team that took a WW2 game (Electronic Art’s Battlefield 1942) and made it into a modern-day gulf war game Desert Combat. The game had over 10 million downloads and Trauma Studios was later bought by DICE, the original creators of Battlefield franchise.
• Modeled and textured weapons, vehicles, and props for Desert Combat. As well as managed several artists from remote that contributed environment assets.
• Helped prototype and create assets for research and development and earned credit on Battlefield 2 for R & D.
Project: Dark Age of Camelot - Trials of Atlantis and Foundations (PC)
• 3D Generalist who modeled, textured, and setup UV for collectible trophies for players to use in the game.
• Tested and fixed bugs for player and environment collision issues.
Project: BloodRayne - PC, PS2, Xbox, Nintendo Game Cube
• 3D Generalist responsible for modeling 117 destroyable low polygon environment props. Assets varied from house furniture to cars and boats.
• Manually generated the particles and effects for the destroyable objects.
• Used Character Studio to animate several idles and hand to hand to hand attacks for the main character, Rayne.
Project: Deadly Dozen - PC
• 3D Generalist who modeled several low polygon military vehicles for a World War II shooter.
• Used Character Studio to animate various idles and deaths for human characters.
• Created rigs and animated 1st person weapon fires and reloads.
Project: ROGUE Wars - PC
• Lead Artist/Designer for a real time 3D action game mixing 1st person shooter with turn base strategy.
• Project was finalist in the 2nd Annual Independent Game Developers Conference (GDC).
• Modeled, designed and animated all the characters, weapons and levels.
• Remotely managed 3 artists, who contributed UI design and level texture maps.
Instructor for introductory and advanced 3D Studio Max modeling and animation classes.