I am an experienced, pro-active problem solver with a strong mix of creativity, artistic talent, and technical skills. Comfortable working with both the art and
technology of game graphics, I am able to bridge the gap between the artists, engineers and designers. I fully understand both traditional artistic methods and
computer graphics systems. I also have the technical skills to develop new techniques and processes, which help the quality and workflow of content
creation. I work with artists to help create the highest quality and most efficient artwork, with the engineers to develop the most appropriate and effective tools,
pipelines and runtime systems, and with the designers to help shape the feature set and scope of the project based on the technical and artistic constraints.
Technical Art Director: First Person Shooter: Starter Kit, first person shooter (Xbox360, PC) October 2007 - Present
Technical Art Director: Ship Game: Starter Kit, flying shooter (Xbox360, PC) March 2007 - October 2007
Video Editor: UFO Diaries, Editing (Sci-Fi Channel Series) August - September 1996
Senior Tecnical Art Director: Star Trek Online, MMORPG (PC) August 2006 - January 2008
Acted as a liaison between the artists and programmers to assess and address the production needs of the artists. Determined the required game asset pipeline
and level-development tools, collaborated on the design and development of these tools, and tracked the development and implementation of said tools into pro-
duction. Created extensive documentation to support both the tools’ development process and user-functionality.
Redesigned and enhanced the export process and world population functions. Created a visual prop database that allows the level artist to drag and drop props
into a level editor. Developed and implemented a Turtle render farm for artists to render assets’ Normal, Incandescence, Ambient Occlusion and Global Illumina-
tion maps on a render server. Developed a pro