Summary
28 year video game industry veteran with nine shipped titles. Was involved in complete development cycles for seven games and eight were million+ sellers. Leader in world art featuring landscapes, biomes, architecture, particle f/x, materials and textures with fluent modeling/texturing skills and deep artistic sensibilities. Designs and builds systematically, embracing proceduralism and highly efficient workflows that produce AAA optimized assets at world scale on schedule. A resourceful quick study that is capable of both stylistic and realistic art direction.
Software
Unreal, Unity, Crytek, Maya, 3ds MAX, Houdini, Substance Designer, Substance Painter,
Photoshop, ZBrush, SpeedTree, Chief Architect, Illustrator
Experience
August 2010 – September 2026
Undead Labs – Principal World Artist
State of Decay 3 (2019-present) Unreal 5
- Worked closely with tech art in designing a procedural world landscape biome asset scattering system
- Designed/Modeled/Textured performant vegetation asset library, including wind deformation
- Modeled/Textured world assets including rock cladding, buildings, fencing, sidewalks and roads
- Constructed world map landscape and assisted in landscape material design
- Skilled in Unreal 5 tech including Nanite, Procedural Content Generation, Materials, Blueprints
- Hired and mentored team artists
State of Decay 2 (2015-2018) Unreal 4
- Landscape/Building texture design
- Architected and modeled/textured building assets
- Guided outsourcing of Building assets, established modeling expectations and best practices
- Modeled/Textured world assets including rock cladding, fencing, sidewalks and roads
- Modeled/Textured performant vegetation asset library
- Level design/layout with building prefab object asset staging and lighting
- World map asset staging, including title screen
- Hired and mentored team artists
Moonrise (2012-2015) Unity
- Modeled/Textured 3D background scenes
- Matched hand-drawn, stylized art direction
- Close collaboration with Tech Art to achieve high quality visuals that were performant on mobile
State of Decay (2010-2012) Crytek
- Modeled/Textured building assets
- Guided outsourcing of Building assets, established modeling expectations and best practices
- Created a performant vegetation asset library
- Created landscape texture library
- Modeled/Textured rock cladding asset library
- Building/World prefab prop asset staging
- Animated prop destruction with baked physics simulation
- Tuned map assets’ LOD draw distances/visuals
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September 2003 – August 2010
ArenaNet – World Artist
Guild Wars 2 (2007-2010) proprietary engine
- Modeled/Textured world props, including animation, cloth and particle fx
- Created an animated, state-triggered prop library
- Created/Animated texture shaders for prop fx
- Worked closely with Tech Art to establish texture shader standards
Guild Wars: Eye of the North, Guild Wars: Nightfall,
Guild Wars: Factions, Guild Wars: Prophecies (2003-2007) proprietary engine
- Modeled/Textured world props, including cloth and particle fx
- Created state animations for props with physics, particle fx and cloth simulations
- Collaborated with Graphic Engineer in creation of shader editor and transition to shader system
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November 1998 – September 2003
Gas Powered Games – World Artist
Dungeon Siege (1998-2003) Siege Engine
- Worked with with Tools Engineer in creating a streaming, node-based landscape system
- Modeled/Textured 1000s of 3D tile-able landscape pieces
- Created modding and world art tutorials for publicly released Siege Engine game editor
Education
1989-1993
Central Washington University – Bachelor of Arts in Graphic Design