About / Resume

I'm a veteran artist in Vancouver, BC pursuing opportunities within the visual effects and games industries. For the last two years I worked as a technical artist at Big Fish Games in Seattle, my tasks primarily focusing on character art, rigging, and pipeline development.

I consider myself a generalist at heart but love delving into the core of any challenge thrown my way. During my career I've found myself working in the following roles:
  • Technical Artist
  • Lead Artist
  • Character Artist & Animator
  • Logic Tree Scripter
  • Scope analyst & project manager
  • Texture and Lighting Artist
  • Environment Artist
  • Vehicle & Weapons Artist
  • Layout and Gameplay Designer
  • Artist Toolset & Pipeline Consultant
March 2012 Reel
I began my career in Vancouver in 2002 working on The Simpsons: Hit & Run at Radical Entertainment. There until 2010 I contributed to three Crash Bandicoot titles, three unpublished titles, and the Prototype gameplay and engine demo. I moved to Microsoft Games Studios from March to September 2010 working as an art generalist and animator. After recovering from injury in 2010 I joined Big Fish's Vancouver Studio in August 2012. Starting in February 2014 I transferred to Big Fish's Seattle office working as a technical artist.

For more information please contact me by email or visit my linkedIn profile.

12 years experience focusing on rigging, modeling, texturing, and animation
Software: Maya, Unity, Photoshop, AfterEffects, 3DS Max, ZBrush
Programming Fluency: Python, MEL
BIG FISH GAMES (August 2012 – December 2015)
Technical Artist
  • Collaborated with engineers on character and animation pipeline
  • Created character art, rigs, animation, FX and game assets
  • Provided UI support and previs cinematics for art & design development
  • Maintained mobile shader library, Maya toolset, and workflow documentation
  • Established art file structure and naming convention
Gumball Heroes (2013-2015)
(Unity - iOS)
Art Generalist
  • Created character art, rigs, animation, and game assets
  • Created interactive prop geometry, lighting, textures, and FX
  • Collaborated with engineers on motion trees, shaders, and UI prototypes
*Unreleased (2013)
(Unity - iOS)
MICROSOFT GAMES STUDIOS (March 2010 – September 2010)
Art Generalist
  • Painted in-game terrain set, vegetation tiles, and GUI/cursor icons
  • Illustrated front end backgrounds, collectables, and power ups
  • Animated load screens, in game FX, and GUI icons
  • Optimized workflow and integration procedure for tileset & collectables
Relic Rescue (2010)
RADICAL ENTERTAINMENT (August 2002 – February 2010)
Lead Artist (Interactive Props)
  • Consultant and documentation for revised prop toolset and workflow
  • Created geometry, textures, lighting, rigs, animation, FX, & motion trees
  • Previs cinematics for art & design development
  • Scope and scheduling for 8 artist team
*Unreleased (2010)
(Xbox 360, PS3, Wii)
Crash Mind Over Mutant (2008)
(Xbox 360, PS2, Wii)
Senior Artist (Interactive Props)
  • Consultant and documentation for prop toolset and workflow
  • Created geometry, textures, lighting, rigs, animation, FX, & motion trees
  • Scope and scheduling for 2 artist team
Crash Of The Titans (2007)
(Xbox 360, PS2, Wii)
  • Art assets for Prototype engine and gameplay demo
  • PS3/Xbox360 artist toolset consultant (workflow, UI, QA)
  • Environments, interactive props, vehicles, FX, and camera tuning
  • PSP optimization: vehicles, weapons, environments, props, FX
  • PC art upgrades: UI elements, environments, characters, textures
Prototype Pitch Demo (2006)
(Xbox 360, PS3)
Crash Tag Team Racing (2005)
(Xbox, PS2, PSP, Gamecube)
TheSimpsons: Hit & Run(2003)
(Xbox, PS2, Gamecube, PC)
Capilano College
(2001 - 2002)
Diploma of Digital Animation
University College of the Fraser Valley
(1999 – 2001)
Diploma of Fine Arts
Traditional media & photography | Current
Self Directed Learning | Python Programming, Photoshop Scripting, Maya, Unity Engine | Current
The Wallfowlers Sketchbook Exchange | Manager & Contributor | wallfowlers.blogspot.com | 2012
Game Developer's Conference, San Francisco CA | February 2009