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Shipped Game Titles

° Killer Instinct : Season 3
° The Path to Luma (iOS, Android)
° WWE Immortals (iOS, Android)
° Nether (PC, Steam)
° FEAR 3 (Xbox 360, PS3, PC)
° Game Party Champions (Nintendo Wii-U)
° Man Of Steel (iOS/Android)

Professional experience in Game Asset Development with Autodesk 3D Studio Max, Maya, Mudbox and creating photorealistic/hand painted textures in Adobe Photoshop. Familiar with importing meshes and setting up shaders in UDK. Solid understanding and application of traditional art skills such as composition, form, lighting and color.

Additional experience in bridging several roles to accommodate multiple positions within small teams including assisting in design, planning, community management and public speaking. Provided professional and vocal leadership in unifying a team, with emphasis on community feedback & collaboration.

Specialties: 3DS Max, Maya, Adobe Photoshop, ZBrush, Mudbox, Topogun, xNormals, UDK, Low & High Resolution Modeling, Textures. Design, Development Leadership.

Software Proficiency

3ds max Zbrush Photoshop Quixel suite Unreal engine Xnormal Topogun2


Experience

Sr. Lighting Artist

Iron Galaxy Studios
November 2015 – March 2016| Chicago, United States of America

Worked on Killer Instinct Season 3 as a Lighting Artist, re-lighting all stages, characters and environments under a newly implemented lighting system. Performed various material, texture passes on stages while optimizing UV’s, adding lightmaps, and configuring stages for increased visual quality and performance.

Lead Environment Artist

Phosphor Games Studio
January 2012 – November 2015 (3 years 10 months) | Chicago, United States of America

Responsible for the development of 3d game environments, models, textures and lighting composition while collaborating between studio leads in meeting production requirements and milestones.

Lead 3d Artist

Day 1 Studios
March 2010 – December 2011 (1 year 9 months) | Chicago, United States of America

Responsible for overseeing all aspects of Weapon and Object modeling. Working with Senior Directors, Artists, Technical Art in defining pipeline to create & iterate high-quality weapons and assets. High/Low Resolution Modeling with Photo/Hand Painted Texturing.

Environment Artist

Day 1 Studios
December 2009 – March 2011 (1 year 3 months) | Chicago, United States of America

Responsible for creating 3d assets, collisions, textures and world environments from concept in support of Level Design and Production needs on next generation video games.

 Avionics Technician

United States Marine Corps
July 2001 – July 2006 (5 years) | San Diego, United States of America

Served five years active duty in the United States Marine Corps.