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Background Summary –

I am a Video Game Artist with a fine art background, self-taught in 2d/3d software and “next gen” game techniques. In the last seven years, I have worked on many video game platforms – Xbox 360, Playstation 2 and PSP, Nintendo DS, Gamecube, GBA, PC, and web. In addition, I have ten years experience in traditional and digital illustration and photography. My ability to rapidly master new software helped me branch into 3d modeling, special effects, and game environment building when needed for a project. I am equally at home in a team environment as well as independent projects. I am looking for interesting jobs where I can push my creative abilities.

Skill Set
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Traditional -
Graphite, Pen and ink, Charcoal, Acrylic, Pastels, Photography... You name it, I'll use it.

Digital -
2D - Primarily use Photoshop and Painter. Knowledge of ProMotion, and After Effects.

3D - Primarily use 3D Studio Max, Maya, Zbrush, Body Paint 3d, SketchUp.

Platforms -
PC/Windows, Xbox 360, Playstation 2, Sony PSP, Nintendo DS, Gamecube, GBA, and Web. Working knowledge of Doom3 Radiant, Unreal 3, Serious, and Alchemy game engines.

Education
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Bachelor of Fine Arts
East Tennessee State University
Focus - Illustration
Independent Studies - 3d Character Design and Animation (Softimage)

Game Title History/ Responsibilities
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Doom3 (Xbox - Activision) - Level lighting, level edits, normal map and texture work for Xbox memory limits.

Ultimate Spiderman (GBA -Activision) - 2D level artwork, cutscenes, and animated sprites.

 Tony Hawk’s American Sk8land (GBA -Activision) – Character creation and customizing art.

 Madagascar (DS - Activision) - Texture tiles.

Spiderman2 (PSP/DS - Activision) - Texture art for characters and levels, static models, particle effects, and UI.

Spy vs. Spy (Xbox, PS2 - TDK/Take 2) – Created levels, static models and props.

Robotech: Invasion (Xbox, PS2 - TDK/Take 2) - Texture tiles for terrain and models, level height maps, world models.

Dinotopia: The Sunstone Odyssey (Gamecube, Xbox - TDK) - Textures and designs for dinosaurs, Static level models.

Bird Hunter: Wild Wings 2003 (PC - Atari) - UI design, textures tiles for levels and static models.

Carnivores: Cityscape (PC - Atari) - UI design, texture tiles levels, characters, and static models. Participated in early story, game design, and concept art.

Duke Nukem: Manhattan Project (PC - Atari) - Level concept art, and level texture tiles.

911 Fire Rescue (PC - Atari) - Interface art.

Published Artwork
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Compsognathus ( Buddy Books: Dinosaurs Series 2 ) - Cover and interior illustrations.

WIRED magazine (7/05) - Hellboy renders for article about Game Mods.

 BadlandsNational Park - Commissioned Mural.

 Time for Learning: Dinosaurs (Publications International) – Interior Illustration.

The WyomingDinosaurCenter – Illustration.

Prehistoric Times Magazine - Editorial art.

Planet Magazine - Editorial art.

Employment History
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September 2006 - Current: Virtual Heroes, Inc. Senior Artist. 2D/3D game related art, concept illustration, art lead, UI design.

October 2005 - August 2006: Contract/Freelance Artist for 3dSolve, Buddy Books, and others.

March 2004 – September 2005: Vicarious Visions Inc. Primarily texture artist and UI design in addition to lighting, static models, and FX. Worked on Doom3 Radiant, Treyarch, Alchemy, and GBA based games. Recommended for Lead Artist position by the Art Manager.

June 2002 - February 2004: Vicious Cycle Software, Inc. Primarily texture artist in addition to static models, creature concepts, height maps, and level building.

March 2001 - June 2002: Sunstorm Interactive. Primarily texture artist and UI design in addition to concept art, environment models. Worked on Prism3d, Serious Sam, and Unreal Engine games. Recommended for Lead Artist position by my Leads on finished projects.

June 2000 - March 2001: Mattel Interactive. Concept artist, Illustrator. Designed characters for animating in Flash and Pulse3d in addition to UI designs, and various other production art tasks.

2000 and earlier: Freelance work, and game mod work painting custom skins and textures using Unreal, Quake3, and Starsiege Tribes game engines.

Additional information and references are available upon request.