PROFESSIONAL EXPERIENCE
January 2021 - January 2024 Senior Technical Artist
Unity 3D
Vancouver, Canada
A member of the Tech Art team at the company that develops the world's most popular real-time 3D engine
Working with clients to create entertainment experiences including VR and location based adventures
May 2020 - December 2020 Technical Artist
Archiact VR
Vancouver, Canada
Created materials and effects in Unreal
Prototyped VR mechanics using Unity
July 2018 - April 2020 Senior 3D Artist
heinekampdesign
Böblingen, Germany
Technical Artist, creating AR and VR experiences in Unity
Developed apps using C#, HLSL and other languages
Built assets for Unity using Maya and Photoshop
January 2016 - June 2018 Senior Technical Artist
Innogames
Hamburg, Germany
Senior Technical Artist at Germany's largest game company
Developed asset pipelines and integrated art assets for 2D and 3D games
Worked with C#, Python, javaScript, Unity and GraphicsMagic
Created shaders, lighting and VFX using C# and HLSL
2014-2015 Technical Artist
Flaregames
Karlsruhe, Germany
Technical Artist in mobile game development studio
Created shaders and VFX using C# and HLSL
Integrated 3D assets into Unity using C#
Prototyped game mechanics and created art tools using javaScript
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 VFX using Maya, 3DS Max and other 3D tools
Integrated data and created 3D assets for custom engines as well as Unity and Unreal
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 mobile, PC, web 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
Wrote software for production and graphics applications in Pascal, C and C++
FEATURED CREDITS
Elvenar Mobile (iOS / Android game)
Innogames
Tech art support for conversion from browser game to mobile app
Created a pipeline using Python, C# and Unity to process hi-resolution rendered art down to web browser and mobile formats, including atlas and asset bundle creation
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 beds 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
Capilano University, North Vancouver, B.C.
Media Resources Program
Sheridan College, Oakville, Ontario
Computer Graphics and Animation
University of British Columbia
Computer Graphics
ANNUAL CONFERENCES
Regularly attend:
Siggraph, E3, Gamedev, Gamescon, Unite
Presenter at:
GameRome 2016, White Nights(Prague) 2017, QuoVadis(Berlin) 2017
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