Resume is current as of
Ambitious, skillful game artist with proven history of handling a wide range of complex tasks while consistently delivering quality artwork that exceeds standards. Acknowledged as a responsible team leader who demonstrates proficiency early on when working with new skillsets. Versatile problem-solver who seeks new challenges and is highly familiar with the asset creation pipeline.
Turbine, Inc. - Needham, MA
Senior Artist, Concept - July 2015 to Present
Concept Artist - January 2015 to June 2015
Develop style guidelines, key art and mood paintings that establish the visual look and feel of the game • Design original environment, character, and prop concepts from roughs to final art • Work closely with technical members of the team to develop high quality assets within existing platform constraints • Actively participate in technical and aesthetic problem-solving discussions • Contribute paintovers on 3D assets to ensure style consistency • Mentor and train junior 2D artists on the team
UI/Concept/Texture Artist - February 2013 to December 2014
Produced character and prop concepts that worked within well-established IPs • Concepted and produced cosmetic character texture sets • Developed wireframes and final assets for new and updated UI systems in live game environments • Established visual system for the look of 600 icons as part of a skill tree revamp • Created various 2D UI assets such as maps, buttons, and icons and panels for two MMOs • Completely cleared two UI bug queues that dated back 5+ years, for two separate MMOs
Freelance - Worked Remotely
Game Artist - September 2012 to February 2013
Modelled and textured stylized and realistic characters and environments for a number of projects.
38 Studios - Providence, RI
Lead Environment Texture Artist - June 2011 to May 2012 (studio closure)
Brought on as Assistant Texture Artist, January 2011
Trained and managed a team of eight texture artists • Created quality hand-painted textures for high profile assets within the game • Assisted Environment Artists in determining zone-wide color palettes, and handled texture balancing for the entire game environment • Was responsible for managing backlog, determining priorities, and delegating tasks for environment textures • Ensured textures were stylistically consistent and were brought up to a high visual standard across the board.
Electronic Arts Tiburon - Orlando, FL
Participant in Invite-Only 10 week Course - September through November, 2009
Collaborated with an Art Director and Senior Concept Artist • Created concept art for environments, industrial design, character and logo designs • Worked both within a team setting, and individually • Continually met tight deadlines and produced large quantities of thumbnails, sketches, and final renders
- Adobe Photoshop
- Autodesk Maya
- Unreal Engine
- Unity Engine - some experience
- ZBrush - some experience
- Concept art, illustration, graphic design
- Low-poly modeling, UV unwrapping/layout, texturing
- Team leadership and time management
- Incredibly fast learner
- Ability to work in a multitude of styles
- Won the Concept Art category, 2009 ENTELECHY competition at SCAD.
- Won 1st Place in the Drawing category, 2008 Foundations Awards at SCAD.
- Recieved the Combined "Academic and Artistic Honors" Scholarship from SCAD, 2007.
- Published artwork in Southern Connecticut State University's art and literary magazine, Folio, 2006.
Received Bachelors of Fine Art in Illustration - Attended 2007 through 2010
Concentration in Concept Art
Savannah College of Art and Design (SCAD) - Savannah, GA
Attended for Bachelors of Science in Studio Art - 2005 through 2006
Southern Connecticut State University - New Haven, CT
Available upon request.