ROLE: Senior Technical Artist
STUDIO: Industrial Toys / EA Mobile
CONTRIBUTION: Unreal, Maya, and Photoshop tools for artists. Focused on perfomance optimization for maps and asset validation. Blueprint, C#, JS.
ROLE: Senior Technical Artist
STUDIO: EA Mobile
CONTRIBUTION:Unity, Maya, Photoshop, external tools for artists. Provided character rigging, shader/material development, look dev prototyping,
STUDIO: MAXIS / EA
ROLE: Senior Technical Artist
CONTRIBUTION: Built and maintained Maya, Photoshop, C#/.NET + Python tools for artists (concept, vfx, animation)
STUDIO: MAXIS / EA
ROLE: Technical Artist
CONTRIBUTION: Built in-engine, maya and photoshop tools for artists (character, object, animation, vfx), marketing, external tools for artists and QA/QV. Worked in C++, C#/.NET, Python, JS
STUDIO: Redwood Studio / EA Mobile
ROLE: Technical Artist
CONTRIBUTION: Procedural generation prototypes, in-engine tools for artists. C++, C#/Unity
http://alpacaspacelab.com - Make silly and fun games with incidental learning for mobile, TV and computer platforms.
ROLE: CEO, Founder, Lead Technical Artist
CONTRIBUTION: Technical Art, gameplay programming, game design, character, environment, UI art, sound, marketing, social media, project management, 3D printing, tshirt design.
STUDIO: Alpaca Space Lab
ROLE: Artist, Technical Artist, Programmer, Designer, Sound
CONTRIBUTION: Created physics based dinosaur locomotion simulation game. Allows up to 4 players to race over 26 dinosaur species across 9 locations. Players can incidentally learn dinosaur genus names, approximate features, time era and other info.
STUDIO: Alpaca Space Lab
ROLE: Artist, Technical Artist, Programmer, Designer, Sound
CONTRIBUTION: Created pixel art based squirrel eating/survival game. Allows up to 4 players to pick 4 squirrel species across 8 levels (more content planned). Players can incidentally learn squirrel scientific names, approximate features, diet, natural predators and other info.
STUDIO: Alpaca Space Lab
ROLE: Artist, Technical Artist, Programmer, Designer, Sound
CONTRIBUTION: Created pixel art based side scrolling eat'em up game.
STUDIO: Alpaca Space Lab
ROLE: Artist, Technical Artist, Programmer, Designer, Sound
CONTRIBUTION: Created pixel art based side scrolling stealth game where players sneak eat treats in a time limit while avoiding time wasted pets from their owner.
STUDIO: Alpaca Space Lab
ROLE: Artist, Technical Artist, Programmer, Designer, Sound
CONTRIBUTION: Created pixel art based side scrolling dinosaur racing game (unfinished).
STUDIO: Alpaca Space Lab
ROLE: Technical Artist, Artist, Animator, Programmer, UI Design
CONTRIBUTION: Created a collection of tools for animation (time scaling, skin weight copying, writing/reading frame data between files), and building meshes for typesetting words from a texture atlas of glyph art. Created a tool called "Meteoroid" for syncing project files.
Collaborated with small teams on various prototypes
ROLE: Character Artist, Technical Art, Animator
CONTRIBUTION: Worked with team to develop characters and animations for simple ocean exploration game prototype
CONTRIBUTION: Worked with team to develop characters and animations for short voice based interactive projects
CONTRIBUTION: Worked with Doppio team to develop characters and animations for short voice based interactive projects. Hardware was limited, PBR was attempted but I eventually developed a lower poly count look to models and a fake PBR shader, trying to reduce and offload fragment processing.
CONTRIBUTION: Worked with Doppio team to develop characters and animations for short voice based interactive projects
STUDIO: EA Mobile
ROLE: Technical Artist / Gameplay Prototyper
CONTRIBUTION: Tools for art, animation and art pipeline, created shaders + materials, built VFX for mini-games. Constructed rapid 1-week game play prototypes to aid game design team iterate through ideas. Built tools for prototyping waterslide shapes in Unity.
Constructed prototypes for Balloon Barrage, Mango Toss, Butterfly Catch, and assisted in Water Slide and Alligator Skiing prototypes for mini games.
STUDIO: EA Mobile
ROLE: Technical Artist / Gameplay Prototyper
CONTRIBUTION: Prototype-quality art, art tools, art pipeline, shaders, gameplay programming and rapid game play prototyping. Created game prototypes in fast 2 week sprints from either provided gameplay docs, elevator pitches, or self-made designs under the goal to find the fun. Art contributions for this project were created to communicate gameplay, rather than appealing to a certain style. Construction time, function, gameplay and communication over form.
STUDIO: EA Mobile
ROLE: Technical Artist
CONTRIBUTION: Assisted in bringing in Flash character and UI animation assets into game. Also wrote JSFL Flash tools for artists to ensure FLA files were to pipeline specification for batch processing.
STUDIO: Capital Games / EA Mobile
ROLE: Technical Artist
CONTRIBUTION: Created tools in Unity for artists and designers, wrote shaders for characters and environment. Constructed initial models, textures, and state machine code for card pack opening sequence based on storyboards. Worked with three other TAs and Art Director.
TOOLS: Icon generator tool that loads up each character, appropriate rarity border frame and saves out an image. Baked lighting to vertex colors export tool: created a tool to convert Beast baked light maps into vertex colors and export geometry.
Card Pack Opening sequence - constructed state machine and initial placeholder models, animations, effects, setting up the pipeline for other VFX artists and modelers to polish.
STUDIO: EA Mobile
ROLE: Technical Art Lead
CONTRIBUTION: Managed team of artists and tech artists, planned sprints in JIRA, ran stand ups and art reviews. Working with technical art and engineering, investigated and developed UI pipelines for unity, created plans and pipelines for transitioning art between game engines.
STUDIO: Bioware
Take the fight against the Reapers on the go. Earn war assets, keep up with news, and catch up with crew mates as you play Mass Effect 3.
PLATFORM: iPhone, iPod, iPad
ROLE: Technical Artist + UI Designer/Artist
CONTRIBUTION: Mocked up UI/UX flows, transitioned art from Mass Effect 3 UI. Prepared art for HTML from Flash. Created template HTML and CSS for team to build from.
STUDIO: EA2D / EA
ROLE: Lead Technical Artist
CONTRIBUTION: Created Avatar system, prepared content for 2D isometric system, worked with tech artists and engineer to develop art and design content tools.
STUDIO: EA2D / EA
Battle demons and dark spawn through the lands surrounding Kirkwall.
PLATFORM: Facebook, Google+ (with items for console/pc). DAL Standalone: PC/Mac AIR
ROLE: Lead Technical Artist + Animator
CONTRIBUTION: Co-lead team of 7 artists and managed art outsourcing to 3 vendors. Transitioned weapon and accessory art from DAO and DA2 to Flash. Migrated art assets from DAJ. Created, prepared and cleaned up character animations from other artists. Debugged, optimized and implemented art. Created weekly loading animations. Designed content tool specifications for interns to build from. Worked on game web frame, layed out game assets into web marketing assets, designed and created newsletters, and video editing. Reworked earlier branding for better alignment with console/pc and visibility. Interacted with player community to update team with art input and feedback. A year and a half after public beta, DAL was designated for sunset. Rather than have the game gone forever, a few of the original team got together to build the standalone version, still playable today (though you may have to change your computer clock back)
STUDIO: EA2D / EA
Companion mobile website where players could manage their castle and potion production.
PLATFORM: iPhone, Android, Browser
ROLE: Technical Artist + UI Designer
CONTRIBUTION: Mocked up UI/UX flows, created themeing, assisted in transitioning art from Flash to HTML.
STUDIO: EA2D / EA
Play as Viscount Ravi in this hack and slash side story to Dragon Age Legends.
PLATFORM: Flash/Browser (with items for DAL)
ROLE: Technical Artist + Animator
CONTRIBUTION: Animated player and monsters, transitioned character, weapon, and armor art from DAL engine to DALRemix engine. Created marketing assets.
STUDIO: EA2D / EA
Journey through the Deep Roads, in this side story to Dragon Age: Origins.
PLATFORM: Flash/Browser (with items for console/pc)
ROLE: Web Developer
CONTRIBUTION: Built flash based video player with Dragon Age theme for DAJ Trailer. Assisted in web updates and development
STUDIO: EA2D / EA
In-office game jam project, 4 person team, 24 hours. Hack and slash your way across high town in this 4 player side scrolling beat'em up.
This was an unreleased prototype ONLY and results originally posted to the DAL FB page.
PLATFORM: Flash/Browser
ROLE: Technical Artist, Animator, UI Artist
CONTRIBUTION: Animated fight moves for players and some monsters, animated final boss, created title screen, character select art, game over screens, organized sounds.
STUDIO: EA2D / EA
Run and jump for your life to challenge your friends' high score.
PLATFORM: Facebook/Flash
ROLE: Technical Art + Web Developer
CONTRIBUTION: Integrated game web frame and aided in art performance optimizations.
STUDIO: EA2D / EA
Play the hit worlds of Fancy Pants on Xbox Live Arcade.
ROLE: WEB/FLASH ASSISTANCE
CONTRIBUTION: Minimal Flash art support early on. Assisted in web and marketing assets building up to launch.
STUDIO: EA2D / EA
Build and arrange deadly pixel tanks, battleships and air units in a turn based multiplayer stragety battle.
ROLE: Pixel Art Animator, UI Artist, Technical Artist
CONTRIBUTION: Developed battle animation system and created new pixel art to support it. Mocked up UI/UX flows and implemented changes into game.
STUDIO: Trino Team (indie)
Wield Trino's triangle trapping power against the evil Nanites in this single screen arcade throwback.
ROLE: Lead Artist, UI Artist
CONTRIBUTION: 6 person team. Worked with sound/producer, artist and technical artist to develop a look. Modeled, textured, rigged, animated main character, Trino, 4 variations, and enemies from chapters 2 and 3. Created UI flows, HUD, chapter screens and main sceen. Worked on marketing and PR for game's launch on XBL Indie Games (then called Community Games). Created 48 achievement icons for the steam release and UI help screens for different input schemes (mouse, keyboard, 360 controller).
Concept and placeholder art built for random game ideas.
Newest games at top. Games I've worked on.