- Scheduling and leadership experience
- Entire Level blockout, scene construction, entire level polish, & lighting skills
High & low polygon modeling including UV mapping
Texture & shader creation
Expert at optimising levels for performance & memory on console and PC using PIX and GPAD
Expert at 3d Studio Max, Photoshop, & the Unreal engine
Experienced with Motionbuilder, Maya, Unity, Substance Designer, & Zbrush
Currently working as a Senior Environment Artist at Obsidian Entertainment.
January 2015-October 2015
At Petroglyph Games I worked with designers, prop artists, and the art director to create levels using the in-house editor for Grey Goo and then switched to creating art for various iphone titles using Unity and Substance designer
November 2013- December 2014
On Battlefield Hardline I worked with designers and other artists to decorate and layout spaces, polish areas, solve performance problems, and model and texture architecture and props. Later in development I was assigned as the primary level artist to the multiplayer level known as ‘the block’ and was responsible for solving performance and visual problems for the entire level.
January 2012- september 2013
On The Bureau I worked from inception of the game to create multiple prototype levels as the primary level architect. In some cases I created assets which were used in the final version of the game.
Bioshock – senior artist
On Bioshock I was responsible for creating many assets as well as prototyping new systems such as the dying vines in arcadia. I also helped optimise assets so that the levels ran at an acceptable framerate. My reliability and ability to work with other employees to create assets and solve problems helped fix the many issues which occurred during production.
Swat 4: The Stetchkov Conspiracy – lead artist
Freedom Force Vs The Third Reich – senior artist
Tribes Vengeance – mid level artist
On Tribes Vengeance I worked with other animators and used motion capture to create animations for the in-game cutscenes. I also animated lip-synch, created sets for the cutscenes, and some level assets.
Freedom Force – artist
For Freedom Force I worked with the designers to script the in-game cutscenes as well as animating the hand drawn cutscenes and creating level assets.
- Certificate in Computer Animation (1996) at The Academy of Interactive Entertainment
- Advanced Diploma in Applied Arts and Graphic Design (1993-1996) at the Canberra Institute of Technology.
- Year 12 certificate (1993)