+10 years experience creating environments for AAA, VR and mobile games.
- Multiple shipped open-world titles gives me a unique sense for art resource management.
- Focused on Realistic, Pragmatic and Professional approach to Game Art Development.
Game Industry Experience:
April 2016 - Present
- Developing artwork for the immersive worlds of VR and AR.
- Art Lead and Mentorship on multiple AR/VR projects, both mobile and PC based.
- Client Facing relations, outsourcing control, look target and visual prototype development.
Next Level Games
Metroid Prime: Federation Force - Nintendo
Janurary 2015 - November 2015
-Modeled and Textured entire game levels from concepts or greyblock to full completion.
-Actively consulting level designers and producers to develop unique gameplay concepts and experiences.
-Worked with Art Direction to complete assets that weren't previously conceptualized or greyblocked.
-Integration of 3DS Max assets into In-House game editor and providing level design support.
United Front Games
Sleeping Dogs - Square Enix
Tomb Raider - Crystal Dynamics
Little Big Planet Karting - Sony
February 2009 - September 2013
-Designed and built modular city structures to quickly assemble and iterate on large city environments.
-Worked closely with Art Direction to achieve art style for a gritty and realistic Hong Kong inspired world.
-Provided guidance to junior artists in maintaining the established world art standards during production.
-Fully realized key mission areas from 2D concept to final modeled, textured and set dressed locations.
Skate - Electronic Arts
Skate 2 - Electronic Arts
October 2005 - January 2009
-Modeled and Textured entire game areas from 2D concepts or greyblock to fully textured completion.
-Consulting with level designers to develop unique gameplay moments and memorable visual elements.
-Taveled to iconic Canadian and US skate locations to capture texture and location art reference.
-Helped conceptualize new visual styles for version2 of "Skate" during pre-production development.
Film & VFX Industry Experience:
Rainmaker Entertainment Inc
Bob the Builder - Production Pitch
Barbie - Princess of Power
November 2013 - April 2014
-Modeled various art assets for "Bob the Builder - Production Pitch"
-Modeled various art assets for "Barbie - Princess of Power"
Think Tank Training Centre
June 2011 - September 2011
-Mentoring VFX/Computer Animation students' demoreel productions.
-Helping students to establish good production habits, modeling edgeflow and artistic standards to meet industry expectations.
C.O.R.E. Feature Animation
The Wild - Disney
October 2003 - September 2005
-Modeling and texturing environment art assets for Disney's "The Wild" fully animated feature film.
-Set dressing for "shots", various outdoor CG environments, including deep jungle sets and urban locales.
-Character finaling and digital fur management near the end of production.
Maya, 3DS Max, Softimage, Solidworks, Perforce, Mudbox, Photoshop, Illustrator, Unity, Unreal, Shotgun, DevTrack, etc.
International Academy of Design and Technology
September 2001 - September 2002
George Brown College
Graphic Design & Desktop Publishing and Pre-Press
September 1999 - July 2001