Resume

Senior Technical Artist
November 2021 - December 2024
- Create and support tools to move content from DCC to Unreal the back to DCC.
- Facilitate solution for game performance and disc size optimizations.
- Troubleshoot, mentor and support artist with day to day art creation process
- Document, document, document.
- Utilizing: Python, C#, Mel, Java, RestAPI, XML, json, Perforce, Jira, Houdini, Maya, Blender.

Technical Artist
November 2018 - October 2021
- Automate a pipeline to move high fidelity facial rigs and animation from Maya to
Frostbite. Those in the know... from Maya->AntiFreeze-->Frostbite.
- Support game teams integrating facial animation tools into productions. (Need for Speed, Madden, Golf, etc)
- Develop and maintain animation tools. Animation picker, Exporters, Render Viewport
Overrides, OpenMaya plugins, Qube! Farm managers and more.
- Develop tools to communicate with multiple platforms. (internal tool management systems)
- Utilizing: Python, C#, Mel, Java, RestAPI, XML, json, Perforce, Jira, Houdini, Maya, Blender,
Shotgun.
- EA is mostly C# and Houdini with an angle of proceduralism.

Principal Technical Artist
May 2017 - September 2018
- Collaborated with production teams, artists and supervisors on shader needs.
- Created materials, textures for screenspace effects, dismemberment, eyes, skin, hair and gore.
- Worked with engineers to enhance the functionality Unreal Engine.
- Prototyped in Blender and Maya; rigged and modeled dismemberment effects of the zombies.
- Actively engaged with technological advancements within Unreal
- Optimization of data transfer and baking textures.
- Created and optimized shader complexity, texture memory and drawcalls.
- Utilized: PyQt5, Python, Maya, Mel, Houdini, PhotoShop, Blender, WrapIt, Blueprints.

Assistant Technical Director
October 2015 - April 2017
- Collaborated with production teams, artists, and supervisors to improve the pipeline.
- Developed, maintained and optimized tools for rigging, render farm, compositing, facial and character animation, production tasks.
- Created, packaged, code reviewed and released tools.
- Debugged problematic 3D scenes and render farm problems.
- Utilized: PyQt, Python, Maya, Houdini, PhotoShop, Gimp, VRay, RedShift.

Technical Artist
October 2014 - July 2015
- Worked on NHL and FIFA for Artworks.
- Helped maintain fix bugs in the database pipeline.
- Assisted implemented branching skipper tools.
- Facilitated and refined scripts, tools and workflows.
- Supported environment and character artists.
- Utilized: C#/.Net, PyQt, Python, Mel, Maya, Java, Houdini, GameChanger, PhotoShop.

Environment/Technical Artist
April 2010 - March 2014
- Technical Artist on Dungeon Hunter, Modern Combat 4, Modern Combat 3.
- Environment Lead on Modern Combat 4, Modern Combat 3 and Asphalt 6.
- Created textures, lightmaps, fx shaders and batch scripts.
- Utilized: Basic, Bat, C#, Java, MaxScript, Mel, Python, 3DsMax, ZBrush, Unity, Unreal,
PhotoShop.

3D Generalist (Open Source)
April 2003 - September 2009
- Developed and built upon existing characters.
- Created high resolution models and textures using normal, diffuse and ao maps.
- Generated tiled diffuse, normal and specular maps.
- Modeled and textured modular environment, vegetation, natural and man made props.
- Created python scripts to ease the implementation of game content.
- Documented the pipeline on WorldForge wiki to ease the workflow for new contributors.
- Worked on projects on a global scale using IM/SVN/CVS.
- Utilized: JavaScript, Python, PyQt, Blender, Maya, 3DsMax, MaxScript, OGRE.

Environment Artist (Contract)
May 2008 - May 2009
- Generated accurate and real world environments for 24 Hour Leman, Bugatti, Cataluña and levels.
- Collaborated with engineering to optimize track layout and data streaming
- Expedited prop placement and accurate terrain painting using Live and Google Maps.
- Generated MaxScripts to speed up the iteration process of tracks.
- Utilized: Python, MaxScript, Bat, 3DsMax, PhotoShop.

3D Artist (Contract)
August 2008 - November 2008
- Conceptualized and modeled interior and exterior environments.
- Generated art in Blender3D and to be used in the world builder software.
- Created WebGL content and export out of Maya and XSI in Collada format.
- Developed Python scripts to create the worlds in Wonderland directly out of Blender/XSI.

3D Artist - Radiant Machine
September 2007 - June 2008
- Modeled and textured armor assets and weapon props for D&D 4th Edition application.
- Developed and shared faster ways to create game textures for props.
- Developed a method of creating hair and beard props to look anisotropic without expense.
- Generated high resolution assets for normal, ambient occlusion and diffuse maps.

Senior Designer
February 2004 - October 2007
- Conceptualized, designed and executed all collateral material; packaging, catalogs and point
of purchase (POP) displays.
- Solidified and managed two corporate identities. KaperII and Woody's Accessories
- Interfaced directly with marketing, sales, and engineering staff to bring products to
market.
- Organized and generated corporate instructional videos; shooting, editing, motion graphics
and audio.
- Utilized: MaxScript, Bat, 3DsMax, PhotoShop, XSI, ZBrush.

Motion Designer
December 1999 - June 2000
- Motion Graphics for broadcast and VFX.
- Composed and edited broadcast commercials.
- Noise removal, color correction, camera tracking and rotoscoping.
- Print and web production.
Skills
Programming: C#, Python, Powershell, JavaScript, Java, Mel, MaxScript
Proficient: 3DCoat, 3DS Max, Blender3D, Maya, PhotoShop, MudBox, Unreal, ZBrush
Experienced: Houdini, After Effects, CryTek, Modo, Unity.
Light Experience: HLSL/GLSL, Lightwave, Solidworks, Matchmove, Pixel Farm, Fusion,
Nuke,VBScript
Education
Portland Community College
January 2002 - May 2004
University Anchorage Alaska
August 1997 - May 1999
Interests
Art, post-apocalyptic and fantasy genres in movies and games, programming,
hiking, camping, boating and fishing. Fan of the Bethesdas' game style... with all its funk before the 2018
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Current
I'm a passionate developer with extensive experience in creating efficient pipelines and workflows for Unreal Engine and DCC applications. During my time at Unbroken Studios, I specialized in streamlining environment pipelines using PySide2/Python while integrating tools like Blender, 3Ds Max, Substance, Maya, and Unreal.
My skillset includes Unreal Blueprints, C++, shader development, and centralized communication computing using sockets, HTTP protocols, and file watchers. I also have a keen interest in procedural content generation, leveraging technology to produce dynamic, scalable environments.
Currently, I'm looking for remote opportunities where I can contribute my expertise in developing innovative solutions that optimize production pipelines and empower creative teams. Let's build something extraordinary together!
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Contact
Inquire about code samples so that I may share a BitBucket repo.