EXPERIENCE: 



BIT REACTOR || 2024- CURRENT


Star Wars: Zero Company Art Director (Jan 2024 - Current)

  • 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

  • Created additional VFX.



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

  • Created all of the VFX.


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.