I am a passionate, highly creative and technically-minded video game industry professional with 17 years of experience, 9 of which are dedicated to lighting. I believe that lighting is the art discipline that has the greatest overall impact on a project's final look. Lighting embodies the perfect balance of technical knowledge and artistry; it's about proper exposure, material choices, silhouettes, contrast, and gameplay.
Prior to my current position at Firaxis, I designed work flows for the team that became integral to day-to-day development and resulted in higher productivity and consistency for reuse. My extensive experience has made me well-versed in art-related game techniques, pipelines and budgets, all of which are essential to successful game development. I stay abreast of the latest technologies, trends, and techniques to keep me at the top of my game.
Lit environments and in game cinematics. Utilized color grading and tone mapping to achieve a final look. Created 3D assets and was point artist for numerous environments in the Call of Duty video game franchise.
Created 3D props, environments, and lighting solutions for Team 4 / Project Titan / Overwatch.
Created numerous environments and countless dynamic objects, including human, alien, and organic themes. Objects included variants, destructibility states, Havok physics, animation, and AI interaction. Environment work included lighting, finish modeling, UV unwrapping and final texturing of BSP terrains and alien architectural structures.
Successful interaction with peers and supervisors in a unique remote work environment.