EXPERIENCE:
BIT REACTOR || 2024- CURRENT
Star Wars: Zero Company Art Director (Jan 2024 - Current)
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Co Art Directing the highly anticipated Star Wars: Zero Company with a focus on Concept Art, IP Partnership
Management, Character Art, Character Customization, Outsourcing, VFX, and Team Building/Management.
- Helped grow, build, and shape the new studio culture and pipelines.
- Led a team of four concept artist to develop the look of the game and align the product with our Star Wars IP partners.
- Directed the visual design for a new Star Wars canon enemy faction and multiple heroes.
- Led the character team for a year and then on boarded new senior artists and a lead to complete the character & hard surface department.
- Co-led the customization strike team with my Co-AD with a focus on the assets, player experience, and Star Wars IP alignment.
- Art Directed and the VFX team.
- Managed 6 direct reports and at times up to 11 direct reports (while temporarily leading 2 of my teams directly).
- Worked with production to direct the construction of roadmaps and milestone plans.
- Worked with the publishing partners on creation and delivery of marketing materials.
- Directed and managed outsource partners making all weapons and hair for the game.
- Worked directly on the character art and customization system implementation for the game during high volume deadlines.
- Worked with a group of team members on the Social Planning Committee to develop memorable events for the team including incorporating remote employees into the activities in a meaningful way.
DRUZY GAMES|| 2021- CURRENT
Unannounced Solo Dev
BRASS LION ENTERTAINMENT || 2021- 2024
Wu-Tang: Rise of the Deceiver Art Director (Fall 2021 - Winter 2024)
- Grew the internal team of artists from 2 - 11 over 2 years.
- Managed and supported the growth of 7 direct reports.
- Tested five external art vendors over two years.
- Directly managed and supported 2-5 embedded outsource artists at different stages of the project.
- Established and maintained three long-term outsourcing partnerships supporting pre-production and early development.
- Led the team to complete a successful, beautiful corner demonstrating our unique NPR visual style and target graphical quality.
- Led the team to complete the art portion of a playable prototype demonstrating the core game.
- Created and maintained all visual direction documentation across internal and external partners.
- Led the various art sub-disciplines in defining their asset creation pipelines to meet our specific style demands.
- Created and maintained many of the core materials used for our NPR art style.
- Developed various key asset pipelines designed to deliver high player value, endless customization, and extended gameplay loops.
Wu-Tang: Rise of the Deceiver Lead Artist (Spring 2021- Fall 2021)
- Lead the hands-on implementation of the art director's vision for the project.
- Look at development tests and leadership to define a bespoke NPR visual style.
- Build out the art team with heavy involvement in the hiring process.
BETHESDA GAME STUDIOS || 2009- 2021
Starfield Senior Effects Artist
- In addition to VFX creation, I worked closely with the programming team on tools and engine tech creation for VFX and sequences.
Fallout 76 Senior Effects Artist
- In addition to VFX creation, I handled all training and growth initiatives for the rapidly expanding VFX team.
Fallout 4 Nuka-World DLC, Lead Artist
- Worked with design leads to create concept and implementation for the DLC.
- Created a prototype and remapping-based asset pipeline to increase development speed and agility.
- Directed the team of outsource and internal artists to conceptualize and create all art for the DLC.
- Conceptualized and directed the trailer for the DLC and served as art director for all marketing.
Fallout 4: Senior Effects Artist, Strike Team Lead
- Created a wide range of VFX art from concept to in-game implementation.
- Heavy focus on weapon, creature, and set-piece VFX.
- Designed new features for the VFX pipeline and drove implementation from coders.
- Created most of the game’s creature variants and backstories using a custom kit-bash workflow.
- Led all robot and turret creature teams and was the designer and VFX artist for those groups.
- Developed the in-world lunchboxes as a personal project for players to hunt and collect prizes.
- Built the VFX artist toolset in 3ds Max.
Skyrim & DLCs Effects Artist
- Created a wide range of VFX art from concept to in-game implementation.
- Focus on creature, water, and set-piece VFX.
- Designed new features for the VFX pipeline and drove implementation from coders.
- Scripted tool-set in 3DS Max for streamlining artist workflow.
- Concepted painted and built the nebula skills menu.
- Worked with a small team to create the Skyrim in-engine trailer.
- Worked with a small group to pitch and then create “critters” (scripted collectible wildlife).
Fallout 3 DLC: Point Lookout and Mothership Zeta Effects Artist
- Created all VFX art from concept to implementation.
Fallout 3 DLC: Broken Steel Effects Artist
FACTOR 5 || 2005- 2009
Unannounced (Turrican Reboot) Art Director
- Worked with other project leads to design and pitch the game to investors.
- Led an art team in the completion of the gameplay prototype.
Unannounced (WeFly) Terrain Artist, Effects Artist
- Worked with programmers to design and developed advanced terrain rendering for the Wii console.
- Developed the pipeline and created all of the height maps and terrain textures.
- Created all of the VFX for the project.
Unannounced (Kid Icarus Prototype) Effects Artist
Lair Character Modeler, Effects Artist
- Built armors and creature models including the main boss creature.
- Modeled the floating rock environment for The Maelstrom level.
- Worked with coders to create custom lava and fire shader tech.
- Created all VFX for the game.
ACHIEVEMENTS
- Game Developers Conference, VFX Bootcamp Organizer, 2019
- Creator Con, Keynote Speaker, 2016
- Fallout 4 Awarded Game of the Year, DICE, 2016
- Visual Effects Society Guest Speaker, Making of Skyrim, 2012
- Skyrim Awarded Game of the Year, GDC, DICE, & VGAs, 2011
- Game Developer’s Conference Speaker, Cross Application Asset Creation for LAIR: From Characters to Clouds, 2007
EDUCATION:
- American Management Association, Management Training Course, 2022
- Virginia Commonwealth University, BFA - Sculpture, 2005
- I.G.D.A. Leadership Conference, Attendee, 2007
- GDC, Attendee, Most years: 2004-2019
- Siggraph, Attendee, 2004
EXTRACURRICULAR & TEAM BUILDING
- Designed and implemented real-world party games themed to the latest Bethesda releases for company events.
- Worked with marketing to execute my concept for a remix competition for the promotion of the game Dishonored.
- Created Factor 5 University: a one-week team-wide training event to spread core knowledge across the team.
- DJ for team events and yearly Realtime VFX Meetup at GDC.