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Objective
To obtain a position as a technical, effects or character artist in a creative and innovative company that pushes the limits of game development.

Skills
Low Poly and High Resolution Character Modeling, UV Mapping, Texturing, Character Rigging/Weighting, Scripting, Art Pipelines, Cinematics, Character Animation, Facial Animation, Lip Synch, Particle Effects, Rapid Prototyping, Animatics, User Interface, Web Design

3D Studio Max, Character Studio, Maya, Z-Brush, Adobe Photoshop, Adobe Premiere, HTML, CSS, MEL Script, Perforce, Excel, Proprietary Tools

Work Experience
Over 12 years of experience in video game development and credited with 10 shipped titles. Experience with all aspects of game development, with primary focus on characters; from concepts, modeling and texturing to rigging, animation and R&D. Very strong technical art skills. Ability to understand features and limitations of a game engine and to easily learn, use and contribute to the development of proprietary tools.

Contract Artist
Dates employed: 11/2007 - present
Clients: Edge of Reality
Software used: Maya, Adobe Photoshop

The Hulk (360, PS3, Wii, PS2)
     Particle effects
     Technical art
     Performance optimization

XL Games
Dates employed: 11/2005 - 10/2007
Job Title: Technical Artist
Developing for: PS3, PC
Software used: Maya, Z-Brush, Mudbox, Adobe Photoshop, MEL
Responsibilities:
     Developing and debugging proprietary tools/pipelines
     Rapid prototyping (modeling, particle effects, user interface)
     Art production R&D (character modeling: high and low poly)
     Documentation and instruction

Contract Artist
Dates employed: 04/2005 - 10/2005
Clients: Critical Mass Interactive, Edge of Reality
Software used: 3D Studio Max, Adobe Photoshop

Over the Hedge (PS2, XBOX, NGC)
     Particle effects
     Prop/breakable modeling and setup
     Documentation

Sword of Dracula (PS2, XBOX, NGC)
     Character modeling, texturing

Edge of Reality
Dates employed: 02/2001 - 03/2005
Job Titles: Character Artist, Technical Artist, Effects Artist
Developed for: PS2, XBOX, NGC
Software used: 3D Studio Max, Adobe Photoshop, Adobe Premiere

Shark Tale (PS2, XBOX, NGC)
     Particle effects
     Assisted in creation of new particle editor

Pitfall: The Lost Expedition (PS2, XBOX, NGC)
     Modeling, texturing, animation
     3D User interface design/implementation
     Particle effects

The Sims (PS2, XBOX, NGC)
     Character modeling, texturing
     Character rigging/weighting
     Character R&D
     2D User interface design/implementation

Tony Hawk's Pro Skater 3 (N64)
     Texture conversion/processing

Unshipped Titles
      John Singleton's Fear & Respect (PS2, XBOX, NGC)
          Character modeling/texturing
          Character LODs
          Character weighting
      XFL (PS2)
          3D User interface design/implementation
          Automated Secondary Animation R&D
      The Speed Project (PS2)
          Cinematic animation
          Rig creation

Additional tasks
     Created and maintained company website (www.edgeofreality.com)


Acclaim Studios Austin/Iguana Entertainment
Dates employed: 02/1995 - 07/2000
Job Titles: Lead Character Artist, Senior Artist, Lead Cinematics Artist
Developed for: N64, Arcade
Software used: Alias Power Animator, Maya, Adobe Photoshop,
Adobe Premiere, Animator Pro

Turok 3: Shadow of Oblivion (N64)
     Character modeling
     Character rigging/weighting
     Facial animation/lip-synch R&D
     Cinematic animation
     Cinematic creation
     Rig creation

Turok 2: Seeds of Evil (N64)
     Character Design
     Character modeling, texturing
     Character rigging/weighting
     Character Animation
     Modeling/texturing R&D
     Assisted in creating cinema editor
     Cinematic creation
     Rig creation
     Documentation and instruction

Batman Forever: Arcade (Arcade)
     Character modeling, texturing
     Character rigging/weighting
     Character animation
     2D sprite/palette manipulation

Other Shipped Titles
     Turok: Rage Wars (N64)
          Character LODs
     NFL Quarterback Club 2000 (N64)
          Cinematic creation
      Shadowman (N64)
          Cinematic animation


Education

School of Communication Arts
Minneapolis, MN
  Certification in Advanced Animation
      Programs learned: Softimage
  Certification in Computer Art and Animation
      Programs learned: 3D Studio, Photoshop, Painter, CorelDraw
      Received Telly Award as Technical Director for "Roadkill: The Movie"

North Community High School
Minneapolis, MN
  Art & Communication Magnet
      Visual arts, fine arts, graphic design


(References fusnished upon request)
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