Online Portfolio and Profile

Resume

PROFESSIONAL SUMMARY
Manager/artist with over 20 years of experience in the development of video games for a variety of platforms, including mobile and console. Extensive knowledge in the management of diverse disciplines such as animation, character/environment modeling, user interface, online, game design. Strengths include organization, leadership, motivation, results. Familiar and experienced with modern planning methodologies and with the systems and software used to track them.

EXPERIENCE
Lead UI Artist
FanDuel, Orlando, FL
(June 2015 – February 2016)
• designed and created visuals for several top-secret and exciting products!

Lead UI Artist
Zynga, Orlando, FL
(November 2014 – May 2015)
• with my Art Director, established look and feel of “Tiger Woods Golf” game for mobile devices
• mocked front-end and in-game menus as well as HUD and other graphic elements with Adobe Photoshop and Illustrator
• integrated art assets into Unity game builds
• created “moving design docs” with Adobe After Effects, a concept that would allow developers to see quick function and flow through animatics

Course Director
Full Sail University, Winter Park, FL
(August 2012 – October 2014)
• instructor in the Game Design Master’s program
• taught via lecture and instruction the Prototyping and Content Creation course, a class in which Master’s students are instructed in ways to design iteratively and track project development
• guided small teams of students in the planning and creation of their thesis projects
• advised on design, art, and management topics
• mentored individual students on coursework and the completion of their degrees
• built curriculum and composed syllabi and course plans
• assessed and graded students on effort, progress, and completion of class expectations
• served in departmental capacity, working with fellow instructors to organize and mold the Master’s program

3d Artist
Video Gaming Technologies, Ruckersville, VA
(May 2010 – July 2012)
• designed concepts and themes for company’s casino game line
• constructed pre-viz and animated prototypes for use with design discussions
• created assets and laid out UI elements with a combination of 3ds Max, Maya, Adobe Photoshop, Adobe Illustrator, and other assorted graphics software packages
• storyboarded ideas and sketched symbols for in-game use
• participated in planning and brainstorming of game direction
• played key advisory role during departmental migration to an Agile development system

Art Production Manager / Development Director
Electronic Arts, Orlando, FL
(July 2005 – Nov 2009)
• managed teams of 15 – 20 artists, programmers, and producers in the effort to develop console games, most notably “Superman Returns”, “NFL Tour”, “NFL Street 3”, “Arena Football”, “Fantasy Football”, and “Madden”
• constructed extensive schedules for entire production cycles with Microsoft Project, Hansoft, and proprietary software using Waterfall and Agile (Scrum) methodologies
• tracked work, assets, and velocity via tools like Project Server and communicated progress through daily/weekly reports to senior management
• composed an array of Microsoft Office files (Excel spreadsheets, Word documents, PowerPoint presentations, Visio charts) to organize and support projects
• handled career development of direct reports, assessed individual contribution for review and merit increase periods, and participated in resource planning by interviewing potential candidates
• worked closely with software engineers and designers to facilitate the placement of artwork in game builds
• teamed with art directors to accurately execute creative vision
• conducted daily meetings, weekly art reviews, and frequent one-on-ones with direct reports
• distributed and tracked bugs during Alpha and Beta periods and delivered milestone status updates
• consulted with clients and vendors to obtain necessary materials, be it reference, information, services, or hardware
• participated in product pitches and new IP brainstorming sessions

Project Manager / 3d Modeler / Animator
Hypnotix, Inc, Little Falls, NJ
(various periods from June 1995 – July 2005)
• created CD-Rom games on PC systems for PC systems, including “Might and Magic VII”, “Miss Spider’s Tea Party”, “My Teacher is an Alien”, “Spider-Man: The Sinister Six”, “Private Eye: The Little Sister”, and “Wetlands”
• managed art teams, consulted with programmers, constructed schedules
• built game assets and background images with 3D Studio Max, Maya
• created textures and maps with Adobe Photoshop, Animator Pro, and other assorted imaging programs
• animated cinematics with 3D Studio Max, Autodesk Animator Pro and Elastic Reality—rotoscope and freehand
• utilized Sound Forge and animated textures to lip-sync animations
• aided in direction of games

Lead Artist
Syandus, Inc, Exton, PA
(Jan 2004 – March 2005)
• developed the look and feel of an educational application about osteoporosis for which Merck Pharmaceutical was client
• managed all and created majority of art assets
• worked with and advised external contractors
• built and animated high-poly models for initial cinematics with 3D Studio Max
• converted high-poly models to low-poly models to be used in an “in-game” interactive environment
• drew storyboards to aid with planning and flow of application
• designed and laid out business cards, jewel case art, and other print necessities with Adobe Illustrator

Artist / 3d Modeler / Animator
iRock Interactive, Cary, NC
(April 2000 – June 2002)
• created games on PC systems for Sony Playstation 2, most notably “Savage Skies”
• built low-poly game models and other assets with 3D Studio Max
• created textures and maps with Adobe Photoshop and other assorted imaging programs
• produced high-poly characters and environments and animated cinematics with 3D Studio Max/Character Studio
• utilized morph targets to lip-sync animations in 3D Studio Max
• designed and sketched conceptual art

Artist / 3d Modeler / Animator
Interactive Magic, Morrisville, NC
(April 1997 – April 1999)
• created CD-Rom games on PC systems for PC systems, including “Malkari” and “Red Fury”
• built scenes, models, and various items such as ships and people in 3D Studio Max
• animated cinematics in 3D Studio Max
• created textures with Adobe Photoshop, Autodesk Animator Pro, and other assorted imaging programs
• drew storyboards and designs for animations
• designed interface graphics with Adobe Photoshop and 3D Studio Max

EDUCATION
The University of North Carolina at Chapel Hill
BA Studio Art

The Joe Kubert School of Cartoon and Graphic Art

GRAPHICS SOFTWARE
3d Studio Max, Maya, Modo, Adobe Photoshop, Adobe Illustrator, Character Studio, Dreamweaver, Flash, Adobe Premiere, Adobe After Effects