2021 - present

Unreleased Hybrid Casual Mobile Game - Big Run Studios

  • Build art pipeline in Photoshop and Unity to efficiently update content

  • Write and support tools for artists and designers

  • Spread learnings through documentation

2019 - 2021

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Home Design Makeover & Property Brothers Home Design

  • Design and support art features to improve products

  • Author shaders to achieve new looks

  • Write and support tools for artists and designers

  • Consult with art outsource producers to troubleshoot and improve incoming assets

  • Improve pipeline by reducing implementation friction, solving bugs

  • Spread learnings through documentation and workshops

  • Improve performance across diverse device hardware

2018

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Home Design Makeover Pre-Production

  • Developed visual identity during prototype stage

  • Co-developed lighting pipeline

  • Created visual effects including dynamic end-of-level cinematic sequence

  • Created UI and transitions

  • Determined art workflow, including file structure, naming conventions, texture sizes, model standards

  • Create video advertisements and app store previews

2017

Slots 360

  • Created art pipeline for Slots 2 via consultation with artists, engineers, producers, and director to anticipate future project needs

  • Tested and implemented new VFX solutions to achieve Art Director’s visual targets

  • Extensively tested resolution and compression settings to maximize runtime memory efficiency and device footprint

  • Created documentation of Database system that drives game behavior and animation, assisting across departments

  • Acted as primary resource for art troubleshooting and consultation

  • Migrated team to server-based content system early in production for improved stability and iteration time

  • Authored new techniques to deliver high-quality visuals using SpecularCubeMap shaders

  • Researched and implemented a color-tint overlay system for UI to create multiple themes without new assets

 

Live Games Support

  • Investigated live game pipelines, proposed and developed tools to assist Game Design and Art teams

 

Storm8 Hackathon

  • Lead Artist on game jam team to create a game prototype in less than 24 hours

  • Created 3d models, textures, particle effects, and animation.

  • Winner of "Best Looking" award

 

Personal Project - Farming RPG VR Game

  • Developed art and code for Farming RPG game for Vive

 

2016

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Technical Art Department

  • Created scripts and shaders to accomplish new visual effects (Alpha Fade, Transparent Additive, Specular Cube Map, Turbulence)

  • Supported Tech Art department creation by contributing to mission statement

  • Contributed to automatic asset processing scripts

  • Created automatic sprite generation scripts supporting fixed or dynamic cell size

  • Authored shader tutorials enabling artists to create high-end visuals

  • Authored ‘Quick and Dirty Performance Testing’ guide to assist teams in testing new features or pipeline improvements

  • Participated in Animation and 3D Artist meetings to communicate new tools and resources, troubleshoot, and advise across game projects

  • Created new wiki space for Tech Art department

 

Rebuilding Existing Games in Unity

  • Ported and optimized large archive of art assets for Bingo, Monopoly Bingo, Clue Bingo, and Hungry Babies by rebuilding textures, animations, particles, UI, etc.

  • Created new outsourcing pipeline for Hungry Babies, documented with slideshows and video tutorials

  • Created UI audit report for Bingo Unity that thoroughly explained best practices with example illustrations. Identifying these issues spawned a department wide knowledge sharing meeting

  • Assisted in training apprentice VFX Artist and Match 3 Next team on 3d map performance, considerations, and metrics

 

Live Games Support

  • Ported and optimized art assets of Bingo, Monopoly Bingo, and Clue Bingo by rebuilding textures, animations, particles, UI, etc.

  • Supported artists, engineers, and producers on Match 3 Next, Frozen Frenzy, Hungry Babies, and Bingoes, allowing them to create new features such as King of the Hill

 

Personal Project - Untitled VR Clicker

  • Developed art and code for 'clicker' genre game prototype for Vive

 

2015

Frozen Frenzy Mania

  • Researched and developed art pipeline for studio's first Unity game

  • Pitched multiple visual treatments for world map, game pieces, high-value powerups

  • Created four unique character animation rigs, adapted with evolving designs

  • Quickly adapted art pipeline to accommodate feature requests and performance concerns

  • Pitched solutions to changing project needs with animated mockups

  • Collaborated closely with engineers to build and implement features

  • Documented art pipeline and tutored 2d artists, 3d artists, and animators on Unity proficiency

 

Storm8 Hackathon - Scrolly Shooty

  • Led game jam team to create prototype in less than 24 hours

  • Created 3d models, textures, particle effects, animation

  • Winner of "Best Looking" award

 

Global Game Jam 2015

  • Made VR game prototype in 48 hours

  • Created 3d models, textures, particle effects, animation

 

2014

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Match-3 Visual Development

 
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Storm8 Hackathon - Surfasaurus Rex

  • Co-led game jam team to create prototype game

  • 2nd place winner

 

 
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'Loop' Messaging App

  • Animated 50% of short film to introduce app

  • Created 'animated stickers' based on memes and emoji

  • Created motion graphic mockups for UI / UX

 
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Cupcake Mania

  • Created 2d animation rig 'Bruno Bear' to accommodate dynamic poses and diverse costume re-skins

  • Animated characters and particle effects

 

Studio Operations

  • Consulted on studio adoption of Unity engine by stress testing art pipeline

  • Created multiple character rigs in many methodologies to enumerate advantages and limitations

  • Helped test on-device performance to set asset budgets

 

2013

Full Bore

  • Animated Hero character 'Hildi'

  • Animated VFX and environment animation

http://www.wholehog-games.com/fullbore/

 

Storm8 Hackathon

  • Modeled, Rigged, Textured, Animated two characters for 24h game jam prototype