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EXPERIENCE
Skunk Studios, San Francisco, CA
May 2006 – Present
Lead 3D Environment Artist
- Modeling and texturing for both architectural and natural environments
- Modeling and texturing objects/props
- Creating concept art for prototypes
- Creating 3d backgrounds and converting them into 2d assets for final game production
- Creating UI elements such as buttons and menus
- Level Design
Skunk Studios – Present Shipped Games:
August 2011 – Gutterball: Golden Pin Bowling HD
- Took concept from previous Gutterball Games, the direction of my Art Director and a slew of Photo References.
- Modeled, UV Unwrapped, Textured Retro Alley, Cosmic Alley, Vegas Alley and Mineshaft Alley
- Modeled Barnyard/Pumpkin Alley
- Imported and did final touches in Unity. Lighting, Shaders and Testing.
- Optimized Alleys, that were previously built, to run for the iOS devices.
June 2011 – Intrigue Inc: Raven's Flight
- Drew Concept Art for Finale Level Environments
- Level Design, 3D Mock, Cam Setup Rooms for Finale Level
- Modeled, Textured Props - Finale Level and other random pieces in game.
- Modeled, Textured and Lit Indoor and Outdoor Sets. - Finale level
- Photoshoped Renders for Beauty Pass
June 2010 – Flux Family Secrets - The Rabbit Hole
- Drew Concept Art for Environments
- Level Design, 3D Mock, Cam Setup Rooms
- Modeled, Textured Props
- Modeled, Textured and Lit Indoor and Outdoor Sets.
- Photoshoped Renders for Beauty Pass
- Designed, Modeled and Textured Flux UI Time Device Mechanism
- Designed Concept and Modeled/Lit/Photoshoped game UI and menu UI
- Designed Concept and Modeled/Lit Flux Crest
April 2009 – Flux Family Secrets - The Ripple Effect
- Drew Concept Art for Environments
- Level Design, 3D Mock, Cam Setup Rooms
- Modeled, Textured Props
- Modeled, Textured and Lit Flux Rooms, Confucius Rooms, Einstein Rooms, Hatsheput Rooms, Wright Brother's Rooms
- Photoshoped Renders for Beauty Pass
- Designed, Modeled and Textured Flux UI Time Device Mechanism
- Designed Concept and Modeled/Lit/Photoshoped game UI and menu UI
- Designed Concept and Modeled/Lit Flux Crest
October 2008 – Restoring Rhonda
- Photoshop Painted Reward Tools and Backgrounds
- Designed and Photoshop Painted Game Tokens and Reward Tools
- Designed and Photoshop Painted Menu, Map and Game Board
December 2007 – The Sims Carnival Bumper Blast
- Photoshoped Sim Heads.
- Designed Trophies for level ranks.
- Edited all existing levels and Created levels from scratch. ex.(mandala levels)
The Art Institute of California - San Francisco, San Francisco, CA
April 2004 – March 2006
“Interactive Green Home” Project Volunteer
- Modeled and textured kitchen and bedroom objects
The Art Institute of California – San Francisco, San Francisco, CA
January 2005
Demo Artist
- Represented the Art Institute of California – San Francisco at the 2005 Mac World event held at the Moscone Center
- Drew concept art samples using Photoshop for the demonstration
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