Technical Art

Throughout the whole of my career I have been a Technical Artist, only at first there wasn't a term for it.

At Vigil Games, using my experience and talents to help shape and guide an ever growing project has been an enlightening experience and has taught me myriad lessons. A part of the project from very early days, I was closely involved with many of the data-based systems including Animation, character customization, entity and item appearance definition, ability and effect integration, and much more. I am, however, unable to provide any material relating to this work as it is property of THQ.

XL Games is a Korean company run by the founders of NC Soft. Technology was created by the small Austin studio consisting of 7 programmers, a designer, and myself, while content was created in Korea. I assisted in the creation of a cross-platform, cross-genre engine that was used for a 3rd person RTS PS3 demo, and a PC MMO which is now ArcheAge. I was responsible for testing, debugging, rapid prototyping, bug fixing, and guiding iteration during the development process.

At both Acclaim and Edge of Reality, I was often responsible for finding solutions to difficult technical challenges. I have always focused on helping to create and improve workflows, tools, and game systems relating to particle effects, cinematics, UI, character creation and customization, and animation.