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3D/2D Applications


Environmental, Character Modeling and Texturing Tools: Autodesk 3ds Max 2010, Autodesk Maya 2010, ZBrush3, Autodesk Mudbox 2010, Adobe Photoshop CS4,  Crazy Bump 1.101, Adobe Flash CS4

Level Editors: UnrealEd (UT3/GoW), UNITY Engine 2.6.1, TorqueX Builder 1.5 with XNA

Scripting: Javascript, Action Script 2.0

Microsoft Office: Word 2007, PowerPoint 2007, Excel 2007, Outlook 2007

Production Tools: Tortoise SubVersion, Issue Manager

 

Art Skills  

  • Environmental Modeling/texturing
  • High-polygon normal mapping
  • Render to texture in 3DS Max
  • Material shader development and level building in UT3 and UDK
  • Asset import into UT3, UDK, and UNITY
  • Mental Ray Rendering
  • 2D foundational drawing/painting
  • Optimized UV unwrapping and layouts
  • Concept, design, and art documentation

 

Work Experience

THQ Usability Lab                                                                                                           July 2010-Current
Position: Lab Assistant

  • Set-up equipment for game play test days
  • Recorded test result information
  • Recruited play-testers

Guildhall Academy at Southern Methodist University                                           June 2010
Position: Teacher’s Assistant for the Guildhall Academy

  • Assisted in instruction of Photoshop and TorqueX Builder
  • Assisted in instruction of level building and game development practices
  • Assisted in bug fixing of levels

 

Game Experience at SMU Guildhall

 

 

Hell’s Belle (Level Designers: 7, Artists: 5, Software: 1)                                     October 2009 –May 2010

Engine: Unreal Tournament 3 (UDK)        

Hell’s Belle is a 3D game with 2D side-scrolling gameplay that focuses on exploration and character upgrades. The player controls the devil’s daughter on a quest to stop her father from making hell cute.                                                

                                                                                                                                                                                                                                                                             Position: Art Lead

  • Created original concept for the game
  • Created main character mesh and textures (diffuse, specular, high-polygon normal, emissive, alpha)
  • Created concept and model sheet for the main character
  • Completed 15 environmental meshes and textures (diffuse, specular, normal, emissive, alpha)
  • Established overall look of the game
  • Created and maintained art style guide
  • Maintained communication between the other project departments
  • Created SCRUM task board for all art assets


Hatchling (Level Designers: 3, Artists: 1, Software: 1)                                August 2009 – October 2009

Engine: UNITY Engine     

Hatchling is a 3D game with 2D side-scrolling gameplay. As a young dragon, the player flies around the kingdom stealing peasants and gold.                                                                                                                                                                                                                                           

                                                                                                                                                                                                                                                                                                                                      

Position: Art Lead

  • Completed 212 art assets for the game as the only artist (including 12 characters and an unwrap, a diffuse, normal, specular map for each mesh)
  • Established overall look of the game
  • Created all animations

 

Position: Project Lead

  • Led a game team of four others to create a game for the Indie Game Challenge
  • Created two-month development cycle to complete the project
  • Maintained communication between the other project departments

 

Colossal Takeover (Level Designers: 4, Artists: 3, Software: 1)                      June 2009 – October 2009

Engine: Unreal Tournament 3    

Colossal Takeover is a 3D multi-player game about futuristic corporations fighting over a city using giant robots. The players must destroy the enemy’s base and robot while wrecking buildings to reduce the other corporation’s stock value.            

                                                                                                                                                                                                                                                                                                                                             

Position: Art Lead

  • Created environment assets
  • Developed material shaders in UT3 material editor
  • Contributed to set design and asset placement in game
  • Skinned and rigged both characters
  • Imported all art assets and set up packages in the Unreal Editor
  • Created 15 particle effects in the Unreal material Editor
  • Created 18 concept pieces
  • Led a team of two other artists
  • Maintained communication between departments to maintain project cohesion
  • Created art asset database and art style guide
  • Created SCRUM task board for the art department

 

Auntie Mabel and the End of Everything (Level Designers: 2, Artists: 1)            March 2009 – May 2009

Engine: Torque X Builder 1.5 with XNA             

Auntie Mabel is a post-apocalyptic action/puzzle game. The player uses cats with unique abilities to guide Mabel the oblivious old lady around obstacles and enemies.                                                                                                                                                                        

                                                                                                                                                                                                                    

Position: Artist

  • Created all art assets including: 17 concept pieces, 34 animations, 15 tileset assets
  • Winner, SMU Best Game Mechanic 2D game for Cohort 12
  • Produced a 2D side-scrolling game with one and two level designers
  • Created concept, game design, art asset database and asset development plan
  • Created SCRUM task board for the art department

 

Education  

SMU Guildhall, Plano, TX                                                                                           Expected May 2010

Master’s in Interactive Technology, Specialization in Art Creation                                                 GPA 3.6

University of North Texas, Denton, Tx                                                                                     Dec 2008

Bachelor’s of Fine Arts Degree, Drawing and Painting

        Minor of Foreign Language, Japanese                                                                                      GPA 3.7

Purdue University, West Lafayette, IN                                                                   Transferred May 2006

Bachelor’s of Fine Arts Degree, Drawing and Illustration                                                             GPA 3.6