PROFESSIONAL EXPERIENCE

January 2016-present Technical Artist

Innogames

Hamburg, Germany

  • Technical Artist at Germany's best game company!
  • Creating shaders, effects and animation for game projects
  • Integrating art assets in Unity using HLSL and C#
  • Developing asset pipelines for 2D and 3D games using Python and C#
  • 2014-2015 Technical Artist

    Flaregames

    Karlsruhe, Germany

  • Technical Artist in mobile game development studio
  • Created shaders, effects and integrated 3D assets into Unity
  • prototyped game mechanics and wrote tools using C# and js
  • 2004-2013 Contract 3D Artist

    Rock Farm Animation

    Salt Spring Island, B.C.

  • Operated as an independent 3D artist providing services to clients in the game industry
  • Excelled at creating models, shaders, animation, and lighting using Maya, 3DS Max and other 3D tools
  • Integrated data and created 3D assets for custom engines as well as Unity and UDK
  • Rendered high fidelity images using Mental Ray and HDRI
  • Programmed scripts and actions in many languages to create complex effects or optimize production flow
  • Leveraged 20 years of experience to bring life to computer generated characters, models and environments
  • Demonstrated intimate control of the Adobe Suite of tools, most notably Photoshop and After Effects
  • Developed games for multiple platforms, including iOS, PC, internet and consoles
  • 1998-03 Senior Artist

    Disney Interactive

    Victoria, B.C.

  • Lead 3D artist on internal game projects, guiding art teams to create new properties while maintaining brand quality
  • Technical artist, developed pipelines and tools for internal game development
  • Responsible for modeling, surfacing and rigging of characters and environments
  • Character animator, performing with Pixar characters including Buzz Lightyear, Nemo and others
  • Participated in development of 3D technologies and methods for real-time 3D games in UDK
  • Created production tools in Maya using MEL scripts
  • Responsible for leadership in concept development and game design
  • 1996-98 Co-founder, Creative Director

    Intelliscape Interactive Corp.

    Vancouver, B.C.

  • Lead the creation of real-time 3D game character and world designs
  • Technical lead, contributing to design of game engine technology (DIRTT engine)
  • Established a new venture to explore interactive entertainment market
  • Responsible for managing Motions Works creative personnel including artists, animators and programmers
  • Art Directed projects at Motion Works to insure quality work was delivered on time
  • Interfaced with clients including Sega (Virtual Makeover) and Fox Interactive (Anastasia) to complete CD-ROM titles
  • 1992-94 Senior Computer Graphic Artist

    Electronic Arts Canada

    Burnaby, B.C.

  • Lead artist on game development projects, including the original Need For Speed
  • Responsible for design and creation of art and animation for games on 3DO, SEGA, SNES, Playstation and PC platforms
  • Helped establish video facilities and art department at Electronic Arts Canada including training programs for artists
  • Technical lead, working with tools/library group to develop art and animation tools for product development
  • Credits include; Need For Speed (original release for 3DO and PC), NBA Showdown(SNES)
  • 1991-92 3D Artist, The GraFiC Lab

    Faculty of Computer Science

    University of British Columbia

  • Developed animation techniques using software created at U.B.C. and commercial packages
  • Supervisors: Dr. A. Fournier, Dr. K.S. Booth
  • Worked with graduate students to create assets for research
  • 1986-90 Co-founder, Creative Director

    ICON Computer Graphics Corp.

    Vancouver, B.C.

  • Founded the first company in Vancouver dedicated to producing 3D computer art and animation
  • Responsible for design and creation of animation and graphics for video production used by ad agencies and post productions houses in Western Canada
  • Management of production schedules and staff
  • Wrote software for production, texturing, effects and other graphics applications in C and C++
  • FEATURED CREDITS

    Treasure Hunt (iOS game)

    Cara Casa Games

  • Modeled and textured all underwater scenes, including multiple sunken wrecks in diverse environments from sandy shallow eel-grass to dark canyons
  • Modeled, textured and placed hundreds of sunken objects
  • Placed hundreds of coins and gems using Maya particles, physics and mel scripts.
  • Scripting was also used to assist placement of plants and rocks
  • Not involved with character art in this game
  • Buzz Lightyear Space Ranger: 1st/2nd/3rd Grade (PC games)

    Disney Interactive

  • Lead 3D artist on multiple learning games
  • Interpreted 2D characters into 3D designs
  • Modeled and rigged characters for animation
  • Animated cut scenes and create game art
  • The Need For Speed (console game)

    Electronic Arts

  • Lead artist, providing art direction and 3D modeling for the original release of this ground breaking franchise
  • Modelled all the vehicles in the game.
  • AAA hit title on 3DO, ported to PC, Playstation, Saturn
  • Spy Kids 3D: Game Over (PC game)

    Inlight Entertainment / Disney Interactive

  • Created multiple assets for the creation of a PC game
  • Rigged and textured models of Arnold and Juni characters for use by Inlight animation team
  • Created isometric game sprite animations.
  • Bridge Command Simulation (realtime 3D training sim)

    Xform

  • Created ship's bridge and crew for real-time 3D training simulation of an oil tanker
  • Formatted models and artwork for the Unity engine.
  • Finding Nemo Underwater Adventure (PC game)

    THQ Interactive

  • Created rigging and texture maps for Angler model
  • Animated Nemo, Marlin and Dory for game hub sequences
  • Developed moonfish school animation techniques to rapidly animate hundreds of fish swimming in a variety of shapes
  • Zoog Genius (PC game)

    Disney Interactive

  • Character modeling and rigging
  • Character animation for cut scenes and intro sequence
  • Anastasia: Adventures with Pooka & Bartok (PC game)

    Fox Interactive

  • Production management, 3D artwork, game design
  • Cosmopolitan Virtual Makeover (PC game)

    SegaSoft

  • Production management and creative support
  • Created for PC and Mac platforms
  • Bloodrayne 3 (movie)

    Tinderbox

  • Created ash and smoke particle effects for dying Nazi vampires
  • Combined hand tracking with captured motion tracks
  • Postal (movie)

    Technicolor

  • Modeled, rigged and animated a lifelike character for a stunt scene
  • Scene can be viewed on YouTube, search: girl gets hit by 3 cars
  • Ultimate Engineering (documentary)

    Parallax Films

  • CG art for 3 documentary television shows
  • Illustrated the sinking of the USS Oriskany aircraft carrier
  • Created undersea pipeline and equipment for Ormen Lange Super Pipeline
  • Modelled vehicles and guiderails illustrating magnetic levitation trains
  • Cleaner (movie)

    Technicolor

  • Modeled, rigged and animated a virtual copy of Cedric The Entertainer for a dream/fight shot
  • The Muppets Wizard of Oz (movie)

    Technicolor

  • Lead 3D Artist for movie
  • Created shaders and lighting effects for Wizard CG characters
  • Integrated puppeteer mocap data with CG characters
  • GI Joe: Valor vs. Venom (movie)

    Reel FX

  • Character animation and scene layout for movie
  • EDUCATION

    1979 Capilano University, North Vancouver, B.C.

  • Media Resources Program
  • 1983 Sheridan College, Oakville, Ontario

  • Computer Graphics and Animation
  • 1984 University of British Columbia

  • Computer Graphics
  • Annual conferences

  • Attending since 1983
  • Including; Siggraph, E3, Gamedev, Gamescon and more
  • .