I have been in the games industry for over 24 years doing everything from modeling, texturing, lighting, managing, and directing. Though I studied graphic design, my background in games has mostly been environments, though I have broadened my experience quite a bit in the role of Art Director. I have worked at companies such as Ionstorm, Ritual, Sony Online, Bioware/EA, Battlecry Studios, and most recently Bethesda Game Studios, Austin. I love to sketch traditionally and have dabbled in almost every art discipline from animation and rigging to concept to vfx. Currently, I am working at Bethesda Game Studios, Austin.
I am also very active in teaching and mentoring students wanting to learn more about the game industry. I was an advisor to the fledgling game program at Austin Community College and worked as a continuing education instructor before transitioning to an adjunct position. I have taught many classes such as 3d lighting and surfacing, video game art I, 3d modeling and rendering II, 3d modeling and rendering III, and the final portfolio class.
I also built and taught an online course for CGMA from 2014-2015: Intro to Game art.
Transitioned to a lead environment role where I lead a team of artists developing content for Fallout 76
Worked as an advisor in creating the game art curriculum at Austin Community College. Taught continuing education courses in video game art until it was accredited around 2008 where I continued teaching as an adjunct professor.
Worked alongside the amazing artists and leadership of Bethesda Game Studios to help create the worlds of Fallout 76
Provided Art Direction for our unreleased title Battlecry
Worked with all disciplines and outsource to create a unique style for our project.
Worked with creative, production, and design directors to work towards a unified vision.
Worked on Doom DLC content with IdSoftware for DOOM 2016
Worked as lead environment artist for The Old Republic.
Managed a team of up to 24 internal artists, and 24 external outsourcers.
Trained multiple outsource studios to create our artstyle.
Created gold standard areas for style of game for various environments.
Provided art direction on all planets and interiors throughout the project, paying special attention to narrative up to launch.
Played a big part in optimization for the project, both in RnD and final metric analysis and helped create plans to hit performance targets.
Was promoted to Lead Environment Artist shortly before leaving for Bioware Austin.
Helped create 3d content (environment, vehicles, and some characters) for Star Wars Content all the way through the 3rd expansion.
Worked as a 3d artist on an unreleased project.
Created textures for Heavy Metal F.A.K.K. 2 as well as some minor 3d props
Created textures for the final episode of the game (e4m1-e4m8)
Worked at this college startup company creating 8 bit textures for Esoteria 3, an open 3d world.