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| 2010-2011 |
Timegate |
Sugar Land, TX |
| Senior Technical Animator |
Rigged & Skinned Xeno and Human characters for Aliens Colonial Marines.
Created custom materials for Unreal 3.
Created Matinee, Kismet sequences and animations for in game events.
Evaluated Vision Engine, Speed Tree, Fork Particle Systems.
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| 2008-2010 |
EA Mythic |
Fairfax ,VA |
| Senior Technical Artist |
Rebuilt a non-functional environment art pipeline.
Wrote bitmap editing tools in 3DS Max to export game ready art tiles.
Wrote stand alone xml and image browser in python script.
Worked with EASH outsourcing studio to deliver game ready assets. |
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| 2006-2008 |
NCsoft Austin |
Austin , TX |
| Lead Technical Artist |
Created 3DS Max COLLADA exporter that supports models, textures, animations and triggers
Managed team of 5 artists
Negotiated deals with outsourcing studios to create game assets
Established pipelines for all client side art processes from animation to character creation
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| 2004-2006 |
Discreet / Autodesk |
Austin , TX |
| Application Engineer |
Demonstrated the latest in Max functionality to game, military, architectural and video clients
Provided input into new features and bug fixes in 3DS Max
Trained many production studios in latest visualization techniques |
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| 2003-2004 |
Inevitable / Midway Austin |
Austin , TX |
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| Artist |
Created level art, effects, and animations for Area 51 PS2 game
Animated characters and worked with motion capture studio
Developed scripted solutions in MaxScript
Shipped Area 51 |
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| 2003 |
Wolfpack Studios |
Austin , TX |
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| Technical Artist |
Created Max script Acclaim format motion capture importer / exporter
Created proprietary format animation exporter
Shipped Shadowbane: The Rise of Chaos
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| 2002-2003 |
Digital Anvil (Microsoft) |
Austin , TX |
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| Cinematic Artist |
Generated high resolution textures for Maya rendered Mission Briefings
Created facial expressions and Viseme shapes for four characters
Rendered effects and interface screens for various Support Shots
Shipped Brute Force
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| 2001-2002 |
Point of View |
Austin , TX |
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| Technical Artist |
Refined art to engine pipeline
Scripted plug-in to convert Biped keys into standard TRS keys the exporter could handle
Worked with converting models and animations from Maya to Max
Created two level sections (textured) for Scorpion King PS2
Shipped Scorpion King , Smash and Drive (port) and Spy Hunter (port)
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| 1999-2001 |
Kinesoft Development |
Austin , TX |
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| Lead Animator |
Directed motion capture session at Performance Capture Studios
Managed 2 animators
Created specific animation list based on designer's specifications
Worked with SWAT officer and professional actor at mocap shoot
Tracked and managed the cleaning of over 500 pieces of motion capture
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| 1996–1999 |
Origin Systems |
Austin , TX |
| Graphic Specialist |
Animated monster characters for Ultima Online
Created 2D level tiles, space ships, weapon effects, and interface art
Created the cover art for Computer Games Strategy Plus May 1999
Artwork for Privateer 3 appeared in Spectrum 6
Shipped Wing Commander Prophecy and Ultima Online: The Second Age
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