I am an accomplished 3D artist seeking a full-time position at a creative and professional studio.

My technical ability and artistic skill can be a great asset to your team. Qualifications include:

  • Highly accomplished artist with over 14 years experience on critically-acclaimed game titles and feature films.
  • Excellent organizational skills, outstanding record of timely project completion.
  • Collaborates well with others in a team environment.
  • Technical Skills: Character Rigging, Maya Tool Creation, Particle Systems, Cloth Simulation, Scripting.
  • Art Skills: Organic and Hard Surface Modeling, UV Layout, Resurfacing, Texture Baking and Creation.
  • Software: Maya, ZBrush, Mudbox, Photoshop, Unity, Perforce, 3DS Max.
  • Scripting: Python, PyMel, Mel.

Professional Experience

Backbone Entertainment, Emeryville, CA.

Lead Technical Artist, 2010 - present.

  • Lead Technical Artist on Dance Central 3, E3 2012 winner: Best Social and Best Motion Simulation game.
  • Responsible for rigging all characters in DC3, as well as all technical aspects of animated environments.
  • Improved upon in-game experience by working with engineers to trigger venue animations via midi events.
  • Managed and trained artists and contractors on proprietary tools, becoming the in-house expert on them.
  • Lead Artist on XBLA/PSN title; rigging, modeling, texturing, VFX, level layout, tool scripting.
  • Built an auto-rig pipeline and animation toolset, greatly increasing productivity when prototyping.

ImageMovers Digital, Novato, CA.

Character TD (Rigging Dept.), 2008 - 2010.

  • Built and managed hundreds of character rigs while maintaining high quality deformation.
  • Scripted rigging in Python so that new model publishes could be easily batched.
  • Created optimized cloth rigs for all background characters on Disney's A Christmas Carol.
  • Rigged the majority of secondary alien characters for Mars Needs Moms!.

Visual Concepts / 2K Sports, Novato, CA.

Lead Character Artist, 2007 - 2008.

  • Modeled and textured highly realistic character models under tight deadlines.
  • Outlined and implemented improvements to existing art pipeline.
  • Developed scripts and techniques to efficiently make changes to large numbers of files.
  • Worked closely with engineers to improve real time shaders and overall game visuals.

Electronic Arts, Redwood Shores, CA.

Senior Character Artist, 2005 - 2007.

  • Modeled and textured next-gen character models, realizing the vision outlined in Art Director's concepts.
  • Established artistic and technical benchmarks for characters on Dead Space.
  • Took over vehicle art on Bond title, putting schedule back on track and greatly improving driving level art.

Visual Concepts Entertainment, San Rafael, CA.

Technical Artist / Character Artist, 2000 - 2005.

  • Modeled, textured, and rigged character models on numerous high profile game titles.
  • Developed art pipeline for creation of all in-game cinematics; created mel-based tools to improve efficiency.
  • Trained, supervised, and scheduled other artists; able to drive art production with minimal supervision.

Electronic Arts Tiburon, Maitland, FL.

Lead UI Artist, 1998 - 2000.

  • Led team of artists to establish and implement look of game presentation graphics.
  • Collaborated with engineering department in development of tools which greatly enhanced game visuals.

Independent, San Francisco, CA.

Computer Graphic Artist, 1997 - 1998.

  • Deus Volt: digital matte painting for promotional film trailer. Modeled architectural elements.

PlayNet Technologies, Inc, San Francisco, CA.

Associate Producer, 1996 - 1997.

  • Digitized video and sound for use in content delivery.

Live Action Film Production (Freelance), Chicago, IL.

Prop Assistant, 1993 - 1996.

  • Art Director on feature film The Prodigy (1999).


The School of the Art Institute of Chicago, Chicago, IL.

M.F.A. in Filmmaking, 1993.

Trinity University, San Antonio, TX.

B.A. in Fine Art, 1993.

Currently available for contract or full time opportunities!