I have been fortunate enough to have been an Art Creator, Director, Manager, and Producer for some of the most well-known organizations in the world. I love creative problem solving and collaborating with talented people in ambitious artistic endeavors. After over a decade in the games industry, I recently made the move to synthetic data, which has opened my eyes to a myriad of ways to create realistic content at scale for clients of all industries… but I am a creative at heart, so I strive to make art part of my daily life whenever possible, whether at work or at home in the dark in the quiet evening.
The AI Reverie team was provided the amazing opportunity to join the Meta family to help bolster their efforts in building the next generation of VR hardware. While here, my focus has been on establishing art processes, pipelines, spec, and budgets in an engineering-heavy team structure, as well as working cross teams providing art direction and guidance for a number of projects.
I was looking for a new challenge and some highly respected former team members needed my help in establishing a pipeline, production standards, and artistic feedback when building procedurally rendered synthetic data for a wide variety of clients, from Frito Lay to NATO.
I relocated back to Austin to lead and empower the art teams working on two titles, providing art direction, development process, and optimizing pipelines to align with production goals and publisher feedback.
As Art Director at Bossfight Entertainment, I work closely with other department leads to oversee the production of, as well as create, artwork for a new intellectual property. In doing so I have to be multifaceted, often overseeing art creation, art feedback, Jira and Confluence organization, as well as pipelines and schedules for both our in house and outsourcing teams. These tasks include organizing standups, creating production schedules, creating asset writeups with technical specifications, collecting reference, creating various templates, compiling animation information, designing art creation strategies, and contributing to the modeling and texturing efforts. My primary goal is to create an efficient art team where everyone can grow to their full potential while creating exciting and engaging entertainment.
As Art Director at Spacetime, I was accountable for managing art needs for our live franchises as well as overseeing the art development of new intellectual properties using both internal and outsourced resources. My art team and I work closely with all stakeholders including leads, design, project management and tech to deliver art with an appropriate aesthetic sensibility and with quality levels that delight our players; all on time and within budget.
As Art Lead, I supported live franchises (7) and was accountable for delivering art needs with both internal and outsourced resources. I work closely with all stakeholders including franchise leads, design, project management and tech to deliver art with an appropriate aesthetic sensibility and with quality levels that delight our players, all on time and within budget. I also contribute to projects in development whenever possible.
- Created both Environments and Characters using 3ds Max
- Fully conceptualized, modeled, textured, rigged and exported characters
- Modeled, textured and lit indoor and outdoor environments
• Created both Environments and Characters in 3ds Max
• Fully conceptualized, modeled and textured NPC characters
• Using a graph paper map and concept art; modeled, textured and lit interiors
Fully conceptualized and constructed over 11 game levels
• Constructed numerous animated gameplay objects
• Worked in proprietary world building software daily to light and populate levels
• Coordinated changes in level collision and audio tagging of the player path
• Contributed to the concept and construction of 2 template levels that determined the final visual style of those game worlds