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PROFESSIONAL PROFILE

 

In my 10+ years of professional experience, I have helped in many aspects to streamline production and integrate art assets into game engines for a number of titles. I have also established and managed technical art departments, developed character pipelines and conducted classes to mentor artists on technical art procedures & practices. I am knowledgeable in many high-end software applications, engines / dev tools, various technical procedures, as well as programming languages with proficiency in creating toolsets. In addition to my qualifications & accomplishments, I feel my skills are best utilized where I am able to help others by finding solutions to speed up & ease their workflow. I also value open communication in a team oriented work environment.

 

KEY STRENGTHS
  • Known as a committed team player, uniquely apt in formulating innovative concepts and solutions
  • Ability to shift focus quickly; easily approachable with good communication skills
  • ‘Can-do’ or ‘Will-find-a-way’ attitude and approach to work
  • Natural brainstormer, excellent problem-solver
  • Preparedness and confidence in goal-directed actions
  • Self motivated / Self Starter, takes initiative; apt in managing own time and prioritizing tasks
  • Personally responsible with strong ethics
  • Comfortably take lead if needed and applicable
  • Always open to new ideas and aggressively seek them, fast learner

EXPERIENCE

 

Sr. Technical Artist - Character & Pipeline TD

Freelance: OmniZed interactive

March 2010 - Present
Las Vegas, NV

  • Character Rigging for CG Animated Film, The Gondolier’s Dog
  • Custom Scripts & Toolset development in both MEL & MXS for various phases of production.

Lead Technical Artist - Character TD                                                        

Petroglyph Games: Mytheon (MMORPG), End of Nations (MMORTS)

December 2008 – March 2010
Las Vegas, NV

  • Manage small technical art team; ensuring workflow and pipeline tools are maintained and improved for efficiency, while fulfilling and maintaining multi-departmental needs and requirements from Art assets.
  • Initiate & lead collaboration efforts involved with pre-production planning of future tech issues.
  • Work with the programming and tools teams to develop and improve pipeline procedures.
  • Create / maintain documentation and tutorials of technical requirements, protocols, discoveries, updates, procedures, tools and technical art direction.
  • Conduct classes and mentor artists on technical aspects of tools and processes.
  • Identify the technical road blocks and looking at new, sometimes unconventional, techniques to achieve artists' intended vision while adhering to technical requirements for game functionality.
  • Setup scripting/tools pipeline and conventions for exporting and asset management.
  • Develop character pipeline with animation sharing and customization for various character combinations
  • Establish rigging conventions to better enable and assist in the conversion between Art and Programming.
  • Automate complexities of, but not limited to, skeletal hierarchies & rig creation, debris/lighting/effects setup & various handy tools (within the OZ toolbox UI) to assist artists & streamline production.
  • Solve and streamline technical production issues across multiple Art disciplines, including but not limited to; Shaders, Levels/Environments, Modeling, Texturing, Rigging, Skinning, Setup, Implementation, etc.

 

Character TD -  Animator / Rigger

Project Stealth (Indie): Unreal Engine 3 / UDK

July 2007 – July 2008
Austin , TX

  • Develop pipeline for rigging & animating in-game characters. Network tree & blend animations.
  • Custom MEL creation to streamline and support exporter, rigging & animating.
  • Contingency planning for overall efficiency of workflow and streamlined procedures.

 

TD / Character & Weapon Dev

W.L.Jenkins: Unreal Engine 3

May 2007 – June 2008
Austin, TX

  • Responsible for leading team of artists & animators in the development and correct implementation of game art; more specifically, but not limited to, Player and Weapon Development.
  • Research & Development: art-asset creation procedures, practices & implementation in the engine.
  • Create and maintain documentation of discoveries, procedures, milestones and Production Outline.
  • Work closely with Project Manager & Lead Programmer for effective implementation of game art.

 

Game Artist – Animator / Generalist

Pixel Mine Games:Fireteam Reloaded, Ashen Empires, BlackSite, Turok, Damnation

October 2007 – May 2008
Austin, TX

  • Creation of many art assets from concept to completion, for a range of titles, including Fireteam Reloaded, Ashen Empires (expansion package), & for prototyping new technology.
  • Provided support of any Art needs for Engineering within the Unreal Editor.
  • Rigging / Animating Characters
  • Character Design & Modeling, as well as environment / dynamic prop modeling
  • UV mapping / Texture & Procedural Shader creation
  • Dynamic Effects & Particles for cloth and explosions
  • Art and icons for UI

 

Sr. Modeler, Generalist, Technical Artist

Kashat Productions: Absalom Rebel Child (feature) & Story of Judith (feature)

Mar 2005 - Mar 2006
Sugarland , TX

  • Worked with a team animators and graphic artists in the production of two animated feature films.
  • Built rigs for mechanical weapons / catapults.
  • Human Character & Animal Modeling, Blend Shape Animations
  • Architectural, Landscape & Environment Modeling of many fairly complex environments.
  • Mechanical & Industrial Design Modeling; Prop / Accessory / Garment Modeling
  • UV mapping, Procedural texture / shader creation. Processing bitmap textures in Photoshop.
  • Dynamic Effects & Particles utilized during the creation of fire, smoke, hair and plants.

 

Sr. Animator, Visual FX Artist

TechnoMedia International

2004, Apr – June 2006
Houston , TX

  • Worked with a small team of animators on the development of training modules used to educate Petroleum Engineers on technology and procedures involved in Heavy Oil Extraction.
  • Responsible for various phases of production, concept to completion, including but not limited to;
  • Mechanical & Industrial Modeling of the many detailed, working components of oil field equipment, specific to meeting the needs and standards set for the Oil & Gas Industry.
  • Texture Mapping – creation & application of procedural textures & digitally painted textures, Photoshop.
  • Fluids & gasses, used in the chemical treatment of wells, the oil reservoirs, and the bitumen itself; were achieved through the use of both dynamic particles, & effects applied during post, in After Effects.
  • Other duties or responsibilities include, but not limited to; Compositing the Trailer for API University, which was featured at the 2006 OTC (Offshore Technology Conference) of Houston.
  • Flash Design and Action Scripting for proprietary software promoting Oil Field Safety.

 

Technical Animator, Modeler

Freelance: Safety Management Services

Apr - June 2002
Lafayette , LA

  • Computer generated accident reconstruction for courtroom exhibit.
  • Modeled & Animated industrial objects to the precise specifications set forth by the expert witness.

 

3D Modeler

Freelance: CMOS Productions

Jan – Feb 2007
Ft. Lauderdale / Miami , FL

  • 3D Model for product development and patent, adhering to precise specifications.

 

Modeler / Animator, Interactive Designer

Freelance: EWAnimation

July 2004 - Sept 2006
Houston, TX

  • Aided and assisted in modeling needs and technical issues on various projects.

 

Character Artist, Puppeteer / Animator

Freelance: Miami Dolphins

July - Sept 2002
Miami , FL

  • Modeled, Textured, Rigged, Animated character & composited.

 

Character Artist, VFX Artist

Freelance: Fall of Lucifer (Musical)

Sept 2003 – Mar 2005
Houston , TX

  • Characters, props & scene models. Shading & Texturing. Hair & Cloth Dynamics.

 

Vehicle Modeler, Texture Artist

Freelance: ATC (All-Terrain Chariot)

Dec 2002 - Feb 2003
Flora , LA

  • Product Demonstration: recreated and animated functionality of ATV accessory.

 

VFX Artist, Interactive Designer (Flash, FLV, AS)

Freelance: Carvajal Creative

 March 2007
Austin / Houston , TX

  • From concept to completion, 3-4 minute video composites featuring builders and homes of Lakeshore.

 

Interactive Designer (Flash / Action Scripting)

Freelance: Terry Productions

Sept 2003 – Oct 2004
Houston, TX

  • Developed & Designed complex interactive flash applications.

 

Lead Graphic Designer, Modeler

Wellspring Technologies

 Aug 2001 – Mar 2003
 Miami, FL

  • Design, composite and model assets for packaging and labeling of company products and client orders.  

 

TECHNICAL SKILLS
Development Tools Maya, 3D Studio Max, FBX, Zbrush, Mudbox, CrazyBump, Hash: Animation Master
Engines Unreal3 (UDK), Source, Alamo, Panda3D, Havok, proprietary game engines & software
Programming HLSL (shader creation), MEL, MaxScript, Action Scripting (AS3+), C++, Python, XML
Project Management Perforce, JIRA
Animation / Rigs Character & Creature Rigging, knowledge of Figure & Facial Anatomy, FACS, Character kinematics, deformation, & biomechanics, Skin/Vert Weighting, SDK, Expressions, FK / IK Parent Switching, BlendShape & Bone-based Facial Animation, Picker Sheets, Animation sharing & Pose Transfer, skeletal hierarchy & proper joint orientation.
3D Modeling

Hi-res poly modeling, low-res poly modeling, Digital Scuplting, spline based modeling; mesh culling, LODs; Skeletal Mesh Characters, weapons / props, & environments.

Textures / Shaders Strong understanding of materials & shader networks (Ambient Occlusion, Normal Map, Parallax, Diffuse, Specular, Emissive, etc.), UV mapping, procedural & bitmap textures, Excellent Photoshop skills.
Video Compositing Adobe Premiere, Adobe After Effects,
EDUCATION

 

The Art Institute of Fort Lauderdale                                                            

  • Bachelor of Science, Media Arts & Animation

The Art Institute of Houston  

  • Associate of Applied Science, Computer Animation

University of Louisiana at Lafayette

  • Completed course work in Visual Arts & Art History

*References available upon request