For a bullet points only PDF version of my resume click here.
About Me:
I have roughly over 23 years of professional media and digital art industry experience which include managerial and art directing responsibilities as well as production work as a 3D Generalist (emphasis on modeling and texturing), Digital Painter, Technical Artist, and Media Engineer. I have been blessed to expand my art knowledge and skills into multiple industries including AAA video games both in-game graphics and cinematics; international casino slot games; pharmaceutical mode of action videos and training media, working with over 30 of the largest companies in the industry; aerospace aviation videos; educational development videos and courseware for individuals of all ages; and the music industry creating promotional artwork for members of such groups as the Hues Corporation and motion graphics seen in the background at the Grammy Awards.
I hope to be able to continue to expand my experiences where possible. I try to make it a point to do what I can to continually grow both from a creative and technical standpoint whether learning new software, in order to optimize and make the best use of my time and workflow, or as a Director, 3D Generalist, Digital Painter, Technical Artist, and mentor.
Experience:
3D Artist​​​​​​​​​​​​​​
Freelance - Las Vegas, NV
July 2021 to Present
As a freelance artist, my responsibilities are split between management and production work. Management includes procuring clients; assessing needs of said client; generating quotes for production work; finding additional talent if needed for a specific task; and creating invoices. As for production work, it varies depending on the contract but, generally, includes, but is not limited to, 3D assets both organic and hard surface; texturing, shader creation, and lighting; animations; post-production effects and composition. Additionally, from time to time I have been asked to create plugins for various platforms depending on the clients pipeline.
Senior Technical Digital Artist
MahiGaming - Las Vegas, NV
July 2018 to July 2021
My role was to create and implement 2D/3D assets, 2D/3D animations, and motion graphic effects into the custom web-based game engine and work with the developers to create an efficient link between form and functionality setting/adjusting multi-layered code parameters for behaviors/scripts and hierarchical scene structures of assets such as game objects, components, templates, and prefabs. When needed, I scripted tools to help increase productivity, efficiency, and optimization for artists. Additionally, played an integral role in mentoring a number of other artists that were brought on board.
Lead 3D Artist
IGT PLC (formerly GTECH S.p.A.) - Las Vegas, NV
February 2013 to June 2017 (Studio Closed)
My role, from conceptual design through the post-production life-cycle of each game, was to help establish the overall unified look of the game. I contributed to the creative process, in terms of both 2D and 3D production art. In 2D, I created initial concept sketches and in-game art (organic and hard surface) digital assets, as well as 2D animations (character, effects, or motion graphics attract sequences).
In 3D, I was involved throughout the pipeline in terms of modeling and sculpting, texturing, rigging, animating, lighting, rendering, and dynamic effects when necessary. I was responsible for getting our studio art pipeline setup for real-time 3D and PBR material creation, as well as, stereoscopic 3D and mentored artists as needed.
Separate from this I, also, was involved in marketing material and brand recognition through cabinet design including thermoformed plastic toppers, lighting animation effects both back-lit and edge-lit, and print design as needed.
Additionally, as a Lead, my responsibilities were to help brainstorm and give recommendations to the Game Producers on how they could achieve a thought or mood visually to a player. I directed the art style of the game and created benchmarks to define the expected level of graphical quality in the game through collaboration with the Game Producers and Lead Developers. Prior to the Game Producers' sign-off, I mentored, monitored, and approved artwork for the games to make sure objectives were met and that they respected the vision of the game.
I helped plan the production schedules and assisted the Studio Manager in the selection of art resources and prioritized tasks to ensure the art and animation team was on task and on budget. I remained current on the game engine capabilities and limitations and, continually, helped to evaluate ways to improve future gameplay through new technology enhancements and research trends. I, also, assessed, created, implemented, and ensured adherence to all art guidelines and standards that helped speed up workflow and productivity and developed scripts for Maya in both MEL and Python, as well as in Photoshop, to lessen the overhead spent in processes allowing more time for creativity.
Separate from my responsibilities during game development, I helped to maintain relations as a liaison with our other offices, both domestically and internationally and traveled when necessary. I watched for changes, from an art standpoint, in the market by attending trade shows and focus groups and wrote reports on what I had observed. Finally, I tried to implement challenges, periodically, as a way to continue to promote a fun, healthy, competitive, creative environment that increases drive, speed, skill, and communication and helps to show artists what areas they may need to work on to grow within the company.
Lead Software Developer
Vizi Courseware, LLC - Muncie, IN
July 2012 to February 2013
I was the lead in creating a new pipeline for the development of custom tools and courseware for college students. As a developer, I was in charge of programming unique interactive courseware for students as well as interfacing the existing website with different social media sites. I set in place a revision control system that was used throughout the company and created custom tools to help automate and streamline established processes. Also, due to my background as an artist, I helped facilitate branding through the creation of motion graphics videos.
Art & Animation Director / Lead 3D Artist
nuMedia Innovations Inc. - Wake Forest, NC
February 2005 to April 2012 (Recession Layoff)
I was involved in the 3D content creation from the conceptual phase to post-production along with the project and resource management and talent acquisition. As an Art Director, I mentored and trained other employees in the production pipeline and standards of the company. I, also, played a key role not only in the creative direction of the art department but, also, in the creative vision and mood of each product released. In addition to this, I was involved in and facilitated other aspects of the business development, including market analysis, product and project management, and finally worked as a liaison to vendors and/or clients nationally. 
While a Lead 3D Artist and Generalist, I had the unique opportunities and responsibilities involving everything from concepts and character sheets through look development, modeling, texturing, animation, and even simulations, post visual effects, and compositing as needed. This depended on the needs of the project whether a room design for Florida Celebration Health, 3D avatar based virtual chat application, children's video games or educational animated videos, pharmaceutical videos and medical "mode of action" animations, projected virtual 3D hosts, 3D stereoscopic fly-throughs of cities such as Manhattan or Washington D.C., augmented reality, tradeshow motion graphics, or even a web application with 3D virtual homes with swappable products such as cabinets, countertops, flooring, base or crown molding, or wallpaper or color.
Finally, some of my early responsibilities, before moving into a Director or even Lead role, I had the distinct privilege to work with over 30 of the top pharmaceutical companies in the world where I participated in, both, the creative design and technical development of various media types including video production, websites and applications, CD/DVD authoring, mobile applications, and content for interactive trade show displays including award-winning touchless kiosk technology content.
3D Artist/Multimedia Developer
Ballistic Pixel Lab - Lake Mary, FL
April 2003 to March 2005
I was active throughout the production process, including but not limited to, 3D animation, web design and development, CD/DVD authoring, and broadcast video. As a 3D Generalist, I worked on several AAA game titles as a modeler, texture artist, and motion capture cleanup artist and helped the company win 6 Aurora awards for the work in the children's medical educational videos of "Max & Buddy". Additionally, I helped to streamlined the pipeline and increased productivity for 3D home design or the "Digital Design Center" application by incorporating and integrating architectural software, such as Chief Architect, with Maya. Likewise, I developed tools and scripts for Maya and Photoshop that were integral to the increase of efficiency and automation of various tasks such as the import and optimization of 3D models, automation or the creation of thousands of color corrected tileable textures with lighting removed from various photographs and scans. My responsibilities grew to include render and network administration, automation, and management.
Finally, having a background as a Lead Multimedia Designer and Developer, I was the primary person to handle the majority of interactive work including print design, children's activity books, interactive CD development and authoring, web development, and e-commerce creation.
Multimedia Designer/Developer
Self-Employment - Indiana/Ohio
September 1999 to April 2003
I was responsible for delivering creative designs and executing the client's vision within the agreed-upon budget and time frame. This included 2D and 3D art or logo and other graphic designs, website and CD design and development, motion graphics or video editing. Separately, I provided additional services to my client at Musical Moods that included audio engineering whether recording, mixing down vocal and instrument tracks, assisting as needed in music composition, or occasionally providing guitar and piano instruction. I was able to work with talents such as internationally renowned ABC and NBC composer Timothy Boyles, Spotlight Records and Karl Russell of the Hues Corporation, international singer-songwriter Charlotte Church, Music Producer John Ambrose, KMW Records of Ohio, Four Seasons, and Krome.
Education:​​​​​​​
A.S. Degree in Digital Media 
Valedictorian GPA 4.0
Full Sail University
June 1998 to August 1999
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