Environment Art Lead / Senior Game Artist
Microsoft Games Studios - ACeS/Ironworks/FASA Studios Redmond, WA 1998-Present
Skills and Qualifications:
·6+ years experience as production artist and manager in all aspects of environment creation; from concept through production;
including modeling, texturing, lighting and level design.
·Excellent architectural concept, modeling and level design skills supported by professional architectural background and education.
·Strong verbal communication skills and ability to manage people supported by several years of teaching and professional experience.
·Strong creative and technical writing skills, as well as database management and other managerial and administrative skills.
·Software skills include Softimage 3D, Maya 4.0 - 6.0, Photoshop CS, After Effects 5.0, & others.
·Enjoys action and adventure games, especially sci-fi and horror genres; favorites include Deus Ex, Splinter Cell, Silent Hill 2,
MDK2, Syberia, Obsidian…
Projects:
•Flight Simulator 2000 (PC) – shipped 1999 1998-1999
Model and texture artist for building landmarks and other scenery objects. Assisted project art lead by managing team of
5 production artists in asset creation, database management, quality control and check-in procedures. Also trained artists in
Softimage 3D production.
•Combat Flight Simulator 2 (PC) – shipped 2000 1999-2000
Researched and produced scenery objects, including trees, vehicles and all building objects for historically accurate southeast
Asian locales.Created own textures and built all models to spec.
•Flight Simulator 2002 (PC) – shipped 2001 2000
Authored modeling and texturing guidelines for scenery artists. Set up databases for asset management, and researched building
information for accurate reproduction. Worked with programmers in developing auto-generation tool for scenery (buildings and trees).
•A.I. (XBOX) – cancelled during production. 2000
Provided initial environment concepts for arena combat game based on movie of same name.
•Crimson Skies 2: High Road to Revenge (XBOX) (Part 1) 2000
Produced early concept ideas for environments, establishing architectural look for Chicago
•Dante (XBOX) – cancelled during prototype development 2000-2001
Environment lead on 3rd person action firefighting game. Produced environment concepts, designed and built environment for
marketing trailer, and assisted in story development and game design for early mission development (did not have game designer
on project)
•Freefall (XBOX) – demo only, never developed 2002
Developed environment concept for ‘extreme skydiving’ game involving use of advanced engineering concept of skyhook. Modeled
environment for marketing poster and tech demo.
•Crimson Skies 2: High Road to Revenge (XBOX) (Part 2) 2002
Art lead for strike team in Chicago environment. With game designer developed layout and level design for open environment in
addition to several smaller mission sub-environments. Designed and modeled landmark buildings, and assisted in development
of tiling textures and ‘lego’ system for modeling. Reworked environment several times to address ever-shrinking polygon and
texture budgets. Scripted dialogue and assisted in mission design.
•Gemini (XBOX) – cancelled during prototype development 2002
Environment art lead on 3rd person sci-fi shooter. Further developed skyhook environment concept from Freefall. Art directed and
managed team of 3 artists in production of prototype environment using Unreal editor (unfinished). Without game designer or story
writer on project, developed prototype mission script, and developed back-story and character concepts with other art leads
on project.
•Crimson Skies 2: High Road to Revenge (XBOX) - shipped 2003 (Part 3) 2003
Art lead (and sole artist) on multi-player environments. Built 4 environments utilizing existing assets, and built one from scratch
while conforming to strict polygon and texture budget guidelines, and doing lighting for all. Worked closely with level designers
on layouts.
•Crimson Skies 2 Downloadable content (XBOX LIVE) – shipped 2004 2004
Art lead for team of 3 artists to create 3 new environments in short time frame, including one artist with no prior experience on
project. Built one environment, and art directed others. Also did lighting for all. Made all deadlines ahead of schedule, while also
developing concepts for other project.
•Cesium (XBOX) – cancelled during prototype development 2004
Environment art lead on 3rd person action game. Produced concept art and managed one other artist in development of
architectural ideas and presentation paintings.
Previous Game and Digital Experience
3D artist
Zombie LLC Seattle, WA 1997
Produced building models and layouts for urban environment in unreleased project.
Produced 3D concept art including detailed terrain and textures for Martian mining colony game prototype.
Self-employed
Eyefly Productions Seattle, WA 1996-1998
Motion graphics, animation, exhibit & web design, and concept art for several Seattle area companies. Projects included:
• 5-minute promotional video (all CG) for Millennium III media distribution startup.
• Desktop PC prototype concepts for Microsoft to compete w/ iMac.
• Interactive exhibits and game design concepts for Entros Restaurant.
• Architectural concepts for nanotechnology documentary demo for Interworld LLC.
• Motion graphics and graphic design for Interalia/Quebecor.
• Graphic and font design for AT & T Wireless.
Exhibit Design Experience
Turner Exhibits Lynnwood, WA 1994-1996
Designed displays, fixtures, signage, exhibits, and tradeshow booths for design/build exhibit shop.
Edelstein Associates Seattle, WA 1993
Designed tradeshow booths and fixtures for clothing manufacturers.
Barry Howard Ltd. Interpretive Design & Planning Malibu, CA Malibu CA 1991-1993
Designed and detailed interactive science and technology exhibits for 1993 Expo in Taejon, Korea, Steamtown Historical Park in
Sranton, PA. and other projects.
Architecture Experience
SLAB Architects Los Angeles CA 1991
Co-designed Hollywood residence competition entry, including production of models, details and presentation package.
Assisted as designer on other commercial and residential projects.
Morphosis Architects Santa Monica CA 1990-1991
Produced models and presentation drawings for award-winning commercial projects.
Mintz Associates Architects & Planners Boston MA 1986-1989
Member of master-planning and building design team for of dormitory complex for Boston University. Also produced working
drawings, renderings and models for other various commercial and low-income residential projects in Boston.
Teaching Experience
Instructor
Art Institute of Seattle / Computer Animation Department Seattle, WA 1998-2001
Softimage 3D: Advanced Modeling, Senior Digital Portfolio, and Freehand Perspective Drawing.
Instructor
Otis Parson School of Art & Design Los Angeles, CA 1992
2nd year architectural design and drawing studio.
Instructor
Boston Architecture Center Boston, MA 1989
2nd year architecture design studio.
Other
Design Computing Research Forum, Univ. of Wash. College of Arch. Seattle, WA 2002-2003
Guest lecturer and critic
University of Washington College of Arts and Sciences Seattle WA 2003
Guest lecturer
Southern California Institute of Architecture Los Angeles, CA 1992-1993
Visiting critic for graduate thesis and studios
Exhibitions & Awards
Collaboration w/ Etsuko Ichikawa, Group Show Art Detour Seattle, WA 2003
Blurred Group Show Center on Contemporary Arts Seattle, WA 2002
Design Competition Honorable Mentions (architecture) 1989-1993
1989 Japanese-American Memorial,
1991 Pro-Mat International Student Design
1993 Denver Follies
Education & Training
M.Arch – Southern California Institute of Architecture Los Angeles, CA 1991
B.Arch – Syracuse University School of Architecture Syracuse, NY 1986
Softimage 3D Certified Training Mesmer Animation Labs Seattle, WA 1996
Maya Certified Training MT&T Technology Bellevue, WA 2001