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Skills
 
  • - High Poly Modeling
  • - Mudbox Sculpting
  • - Low Poly Modeling
  • - UV Unwrapping
  • - Texturing
  • - Physics/Collision Setup
  • - Scripting
  • - Mechanical Animation
  • - Experience with Halo Engine, CryEngine 2, Unreal Engines 2 & 3, GTA 3, Vice City, and GTA IV Engines (PC),  Torque 2D, Torque 3D, and the Source Engine (Half-Life 2).
Software  
 
  • - 3DS Max (7 - 2010)
  • - Photoshop CS3/CS4
  • - Mudbox 2009/2010
  • - Zbrush (base knowledge)
  • - Maya (base knowledge)
  • - Crazy Bump
  • - MeshLab
  • - Source Depot
  • - Microsoft Raid (Bug Software)
Education  
  Bachelor of Science, Game Design and Development          
  • Brown College – Brooklyn Center, MN
  • June 2005 - June 2008
Shipped Titles  
 

Halo 3 : ODST – 3D Contract Artist (Bungie)                          

          Prop Modeler / Environment Artist               June 2008 – March 2009

    • -  Worked with the art director/ multiple level artists and designers/and the producer to make sure the task at hand was created appropriately, within the time given.

    - Created objects and architecture pieces within the given time constraints to the specified poly/texture budgets using custom textures and tiling textures.

    -Created physics and collision volumes for each object, along with shaders using in-house tools.

    -Fixed and created bugs, and helped setup AI hints on objects for the enemies to navigate from.

     

Recent Work

 

 

Halo: Reach – 3D Contract Artist (Bungie)                                                         

         Prop Modeler / Environment Artist                 June 2009 – June 2010

- Communicated with the art director and associate producer, along with level artists, designers, and props artists to make sure the task at hand was done on-time and as efficient as possible.

- Created objects for in-game/cinematic sequences from concepts, grey-box models, or general ideas.

- Created objects using 3DS Max/Mudbox along with Photoshop to produce High/Low Poly models, with corresponding Diffuse/Specular/Normal and/or Alpha/Color Change maps.

- Created physics and collision volumes for each object, along with shaders using in-house tools.

- Rigged/Animated models as needed, and made sure they worked appropriately in-game.