BIO'


Greetings,

I started as a traditional 2D artist/animator in the Video Gaming Industry back in 1992, initially assisting in the creation of games for large cabinet-sized, coin-operated Arcade machines, commonly known as “Coin-Op” platforms. “Primal Rage,” being my fondest Coin-Op project during that early period of my career.

I am proud to say that over the course of my career, I participated in the transition from 2D to 3D computer graphics. Yes, when I started, most video games were 2D (pixel) or digitized video or ray-traced, and Video Game Artists were commonly referred to as Pixel-Pushers. I enthusiastically transitioned from 2D to 3D graphics and into the Home-Consumer side of Video Game Development (developing for/on a wide variety of home-consumer platforms, PC’s and handheld devices) and then transitioning to Mobile Game Development and to AR/XR/VR Development.

I witnessed as a consumer and participated as a developer in the never-ending evolution of the Video Game market – personally and professionally, stretching from the SEGA Genesis through the SNES, SEGA Saturn, Sony PlayStation, SEGA Dreamcast, Nintendo GameCube, Sony PlayStation 2, Microsoft Xbox, Microsoft Xbox 360, Sony PlayStation 3, Nintendo Wii, Microsoft Xbox One, Sony PlayStation 4, and (most recently) to the latest technology of AR/XR/VR with the HTC Vive Pro and the Vive Focus. Simply put, I have created, directed and managed a wide variety of graphical assets for nearly the entire evolutionary spectrum of video game development (which includes, for the PC, hand-held portable systems and mobile devices – smart phones and tablets, as well).

My direct involvement in the planning, development, and deployment of art production has been considerable. My specific (past and present) roles have touched on nearly every aspect of the artistic, creative elements and management, specifically, including (serving firsthand as) a Concept Artist, Storyboard Artist, 2D Visual Effects Artist, Game Designer, 2D UI Artist, UX Designer, 3D Character Modeler, 2D & 3D Character Animator, Texture Artist, Lighter, Motion Capture Director, Talent Scout, Talent Photographer, 3D Prop Artist, 3D Environment Modeler, Lead Animator, Lead Environment Artist, Level Designer, Lead Artist, Associate Art Director, Outsource Art Manager, Development Director, Art Director, Studio Art Director and (most recently) as an Art Manager of Product Development.

My tenure in the gaming industry has been extremely creative, a (good) wild ride and a whole lot of fun! I’ve met and worked with a lot of talented, creative, inspirational people and legends throughout my years, such as “Ed” Logg (designer/creator of Asteroids, Centipede, Gauntlet, etc.), “Sneaky” Pete Kleinow (visual effects artist and stop-motion animator for The Gumby Show), Jon Berg (special effects artist and stop-motion animator for Star Wars, the Empire Strikes Back), Seth Green (co-creator of Robot Chicken), and Glen Schofield (painter, video game artist, game producer and studio president of the Dead Space franchise) to name a little more than a few. I’ve been fortunate and extremely grateful for my days working in this ever-changing industry, and I am always looking forward to continuing on this wonderful journey in game development.

In order to view examples of my production art from over the past years working in the gaming industry, please click on any of the Tabs located above and please scroll through the pieces of art. Note: by clicking on an individual image, it will enlarge.

c., 1994 - Painting the Stop-motion Puppet, Slashfang



Published Product History and Contribution (i.e., my Role)


Vive Sync XR, developed as an AR/VR enterprise app, web app & mobile app - Art Manager of Product Development





Vive Sync Avatar Creator, developed as an avatar generator app - Art Manager of Product Development 




Ready Player One SureShot, developed as a VR Demo game - Studio Art Director




Super Puzzle Galaxy, developed as a VR game - Studio Art Director





War Dragons, developed as a mid-core mobile game - Art Director.





Battlefield Hardline, developed for Xbox One, PS4 and PC - Art Director.





Dead Space 3, developed for Xbox 360, PS3 and PC - Associate Art Director and Development Director.




Dead Space 2, developed for Xbox 360 and PS3 - Environment Pod Lead tasked with 2010, E3 Demo, as well as various DS2 Chapters.




Dante's Inferno, developed for PS3 and Xbox 360 - Lead Environment Artist for Outsourcing.




Godfather 2, developed for Xbox 360 and PS3 - Senior Environment Artist.




Dead Space, developed for Xbox 360 and PS3 - Senior Environment Artist.




The Simpsons Game, developed for Xbox 360 and PS3 - Lead Environment Artist.




Tiger Woods PGA Tour '07, developed for Xbox 360 and PS3 - Lead Environment Artist.




The Lord of the Rings The Third Age, developed for PS2 and the Xbox - Senior Environment Artist.




Tiger Woods PGA Tour '06, developed for PS2 - Senior Environment Artist.




The Lord of the Rings The Return of the King, developed for Xbox, PS2, and Gamecube - Senior Environment Artist.




Tiger Woods PGA Tour 2001, developed for PS2 - Environment Artist.




NASCAR, developed for PS2 - Lead Animator.




Hydro Thunder, developed for PS1 - 3D Modeler and Texture Artist.




Vapor TRX, developed for Coin-Op - 3D Modeler and Texture Artist.




Mace the Dark Age, developed for N64 - Concept Artist.




TMEK, developed for Coin-Op - Animator.




Primal Rage, developed for Coin-Op - VFX Artist and Animator.