Resume
Education:
Current-Taking online courses through the Academy of Art University in San Francisco, CA-MFA in Animation with a 3D modeling emphasis
May 2005-From SUU in Cedar City, UT-BA in art with drawing and painting emphasis
July 1999-From Dixie College in St. George, UT-Associate of Art with art emphasis
May 1999-From Juab High in Nephi, UT-High School Diploma
Video Game Experience:
February 2010-Current:Columbus State Community College-Instructor of Video Game Art and Animation
September 2009-September 2009:ASCII Media-Freelance 3D artist and Game Consultant
-Projects worked on during that time:
--Unnanounced prototype- I created 3D assets and provided game creation advice for a prototype.
October 2006-March 2009:Sensory Sweep-Technical Art Lead, and Assistant to the Art Lead
-Projects worked on during that time:
--"Dirty Harry" for the Xbox 360 (Announced but canceled) - I began my career as a Secretarial Assistant to the Art Lead on Dirty Harry. However, after a month and a half I was able to prove I was capable of creating quality artwork. I then became a level and character artist. I also showed an aptitude for dealing with technical issues and began solving technical issues in the content creation pipeline. Shortly after that, however, the project was canceled.
--"Jackass" for the DS (Released) - For a short while in between projects I helped to create props for the Jackass DS game. I created many vehicles and launchers.
--"Die Hard" for Xbox Live Arcade (Announced but canceled) - Due to my ability to handle technical issues on Dirty Harry, I was asked to join a different team and act as the Technical Lead. On Die hard I worked with the engine team and designers in creating a working collision system, better tools, dynamic lighting, and started to help them come up with tools to get a multi platform engine. I handled all the issues that arose in the pipeline and created processes that helped the artists get their art to work on the developing engine. I also created level art and handled cleanup.
--"Alvin and the Chipmunks" for the PC, Wii, PS2, and DS (Released) - I helped set up the art pipeline for the now multi platform engine. I handled all the technical issues, as well as creating creative work arounds while the engine team continued to develop the engine. I also worked on level creation. I wasn't completely satisfied with the final product, but was happy with the progress that was made in such a short amount of time.
--6 Vertical Slices on various platforms (Unannounced) - After Alvin and the Chipmunks was completed and had passed submission, we began work on many IP's and licenses. I was able to help deal with all the technical issues, as well as much of the level creation for 6 vertical slices on various platforms for the company to use in pitches. During this time I also worked with the engine team to improve the collision system, get various complex shader network support functioning in the engine, and improve a lot of the existing toolsets.
--"Major League Eating" on WiiWare (Released) - I worked with the Art Lead and the Associate producer to help them set up pipeline for content creation. I trained them on the export process, midlayer tools, and engine restrictions. I didn't stay on long term. I was strictly there to help get the process started.
--"Sentient" for Xbox Live Arcade (Announced) - I was once again a level artist, technical art lead, and assistant to the Art Lead. As well as the content creation, I assigned work, followed up on progress, gave feedback and instructions for improvement, and helped train people on different processes. From the technical side I helped the designers and programmers develop their tools even further. I also set up the environment lighting, fog plane, and portal system for all the levels in the game.
--"The Tale of Despereaux" for the PC, Xbox 360, Wii, and PS2 (Released on Wii and PS2) - At the beginning of the project I helped train the team on the current engine capabilities. I also helped to set up the content creation pipeline for the Wii and PS2. I did some work on the level art, but that was limited due to being Technical Art Lead on three other projects at the same time.
--"Gluco Boy 2" for the DS (Announced) - Due to smaller need for technical work on this project, I primarily acted as Level Lead and Assistant to the Art Lead. The technical work I did on the project was mainly in helping the artists create clean and usable artwork, fixing bugs, and working with the programmers to get the basic content pipeline set up. I worked with the Lead Designer and Helped create the level design. I also helped train two interns that we had helping on the project, as well as leading three other level artists in the creation of those levels. In assisting the art lead, I helped deal with issues that arose. I resolved questions about art styles, asset management, assignments, design issues, and created needs lists for the programmers. I also acted as the liaison between the artists, designers, and programmers.
--Project for the Wii (Unannounced) - Once again I was simply helping another team at the start of their project. I trained them on all the pipeline processes that have been created and implemented, as well as providing documentation on how to create legal artwork and what the engine restrictions currently were.
--"The Bigs 2" for the DS (Announced) - I acted in the same capacity for this project as I did on "Gluco Boy 2" with the exception that I didn't act as the Level Lead. Both projects were being done at the same time. I handled the Level Lead work on "Gluco Boy2" and someone else handled it on "The Bigs 2". After the bulk of "Gluco Boy 2" was finished I created five of the stadiums on this game as well as helping with portions of many other stadiums. I worked with the Level Lead to review the level art and give feedback and train people on making legal art. I also was in charge up creating and getting people updated builds in order to review their artwork in order to make improvements and changes.
--Project for the Xbox 360 (Unannounced and canceled) - This project was supposed to use the unreal engine. So, in five weeks I was able to get started with the unreal engine, add Zbrush to the pipeline, and learned some additional Mel Scripting. I was able to set up an art pipeline from start to finish including the creation of all the necessary tools to get artwork in quicker and more functionally. I developed some faster and more efficient ways to create high quality occlusion maps, detail maps, ambient light maps, reflective maps, and normal maps than we had used on previous projects.
Skills:
Computer:
I am extremely quick at learning software programs. I have experience with creating 3-D assets, and 2-D assets. I have done scripting for tool creation, game design, and gameplay. I have experience setting up cameras, lighting, fog, particles, scrolling and snapping textures, and many other level effects. I am good at finding ways to improve any process I am working on. I am also good at creating documentation, tutorials, and training tools for others to learn.
Here are some programs that I use. This is not a complete list, but it covers most of the tools I use in video game creation, and other art projects.
Maya
XSI
Zbrush
Photoshop
Illustrator
Painter
After Effects
Encore
Premier Pro
Soundbooth
Pro Motion
Crazy Bump
UDK
I am always on the lookout for more things to learn, and new ways to improve what I already know. I am constantly going through new books and tutorials on programs I am using.
Traditional Art:
My art education consisted mainly of traditional drawing and painting. I studied the figure and enjoy oil painting. It is not my greatest strength, however, the things I learned about composition, color, balance, lighting, etc... still help me with the 3-D art creation and allow me to do art critiques that help improve the quality of the game.
I won first place at the Brigham City's Peach Days festival in 2006 with an oil painting.
Language:
I am fluent in Conversational Japanese.
Other strengths and skills:
I am a great problem solver. I have a lot of management and leadership experience and skills. I have strong communication and people skills. I have a strong work ethic.
I am an avid gamer and have been so my whole life. I am familiar with classic games as well as keeping up to date with modern games and gaming trends. I keep up on industry news, innovations, and new technologies and processes.
I am also able to do singing, voice acting, sound effects, and creature sounds. I had the opportunity to do so on a few of the projects during my time at Sensory Sweep.