[3/1/2020] Portfolio is not current - a refresh is planned for summer 2020.
Examples of my more hands-on game art in Senior and Lead roles.
A lot of firsts on this project: I set the asset production pipeline, scale and art technical specs then created assets (levels, characters, UI) for early prototypes. I hired an entire art team, something new to Planet Moon’s garage-band/ boutique studio, introduced granular asset tracking, established the first outsourcing relationships, created + directed concept art + UI, designed and built all character models + overhead maps, authored in-game elements, cameras + levels, designed modular avatar system (near 1 million variations), worked with licensed band (Slipknot) likenesses, wrote Max scripts, created marketing materials, quickly built INFECTED.COM with UI artist when the publisher’s site let us down.
Armed and Dangerous
Contributed to initial game design/ script and generated early character concept art. As PM's sole fully-focused artist I built and textured almost all in-game art (weapons, destructible architecture, health meter and UI art, characters, animals, props and vehicles), implemented Havok/ ragdoll physics collision models and effects, managed art schedule, asset database and 6 external artists, provided level designers with custom special architecture and props, generated hi-res marketing images and manual art, localized texture assets for international versions, put out fires, enjoyed expertly-made g&t's.
Giants: Citizen Kabuto
As PM’s sole dedicated artist I followed the direction of PM’s co-Art Directors to bring all game art to completion from pre-alpha to release, designed/ modeled/ textured/ lit almost all game art: weapons (1st & 3rd person), characters, destructible architecture, vehicles & props, created load screens, UI and installer art, set-dressed existing levels, built bonus levels from the ground up and went over everything with a coat of much-needed polish.
Oversaw the entirety of porting graphics from PC to XBOX as PM's sole artist - rebuilt existing assets at higher fidelity, re-skinned characters, re-organized the existing asset database, worked with the engineering team to streamline the production process (introducing version control to PM), and was primary in troubleshooting technical glitches. The port was completed yet unpublished.
Infogrames, 1999/ SEGA, 1999
Established the original visual style, created/ directed concept and game art, hired and managed the art team, built proof-of-concept prototypes, wrote art + design documents, built levels/ characters/ models/ textures/ effects, initiated & maintained reference/ texture libraries, developed custom export and processing tools with engineers, produced in-engine cinematics, worked with marketing to determine asset needs and schedules, created multiple magazine cover images & other marketing art, maintained art production focus through multiple milestone deliveries to code release and international localization.
Deadlock: Planetary Conquest
Published by Accolade, 1996
Editors' Choice Award
In my first lead role I established overall visual style, hired and managed internal artists and external contractors, oversaw in-house SGI lab FMV production, worked with external FMV production house on intro movie, created character model sheets, built/ textured/ animated 3d models, created sprite animations and entire UI, determined palettes for landscape voxel renderer, created hi-resolution magazine cover (Accolade's first CGW cover, May 1996) and other marketing images, maintained a high level of quality on Accolade’s first Windows-native title that raised the bar on studio art standards and processes.