Resume


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Skill Set

  • 3D Studio Max 8
  • XSI Softimage 6
  • Maya 7
  • Mudbox
  • Adobe Photoshop CS2
  • Adobe ImageReady CS2
  • Crazy Bump
  • Hammer (Halflife 2 Editor)
  • Unreal Editor 2004
  • Scrolling Game Development Kit
  • Microsoft Office 2003
  • HTML, CSS
  • Tortoise SVN v1.4.3 source control package

Game Development Experience

Dates Project
March 2007 to Present SON OF ITHACA - stylized third-person action
LEAD ARTIST (Faculty Selected)
  • Six month, 13-member team project using Valve’s Source Engine
  • Assets produced
    • Concepted two environments – The Long Way, Road to Vathy
    • Colored two concept characters – Cyclops, and Odysseus
    • Cyclops character – model, texture, rig, animations
  • Managed four-member art team – task lists, internal milestones, creative direction
  • Constant cross-discipline communication with other leads, producers, programmers, and level designers
January to March 2007 SPIDERMONK ENTERTAINMENT
ENVIRONMENTAL ART INTERNSHIP
  • Prototype asset modeling for an unannounced next-generation Science Fiction title
  • 51 individual assets modeled, normal mapped
  • Seven tileable hallway sections, with normal maps
  • Created seven distinct, populated rooms, including five tileable, normal mapped wall sections for future room design
  • Generated flythrough animation for Game Development Conference 2007
June 2006 to August 2006 FAITHFUL - stylized first-person shooter
LEAD ARTIST
  • Three month, 10-member team project using Unreal Tournament 2004
  • Assets produced
    • Penitent character – concept, model, two team textures, rig, animations, pipeline
    • Penitent Blade weapon – concept, model, two team textures, rig, animations, pipeline
    • Space Station Exterior modular static model – concept, model, two textures, pipeline
    • Heavy Door static model – concept, model, two textures, pipeline
    • Heads Up Display
    • Box art, promotional poster
  • Managed three-member art team – task lists, internal milestones, creative direction
  • Set up and led small texturing course for five level designers to ensure art continuity
  • Constant cross-discipline communication with other leads, programmers, and level designers
June 2006 FROSTY FROSTY PHARAOHS - stylized first-person shooter
LEAD ARTIST
  • Two week, 10-member team project using Unreal Tournament 2004
  • Assets produced
    • Joe Bob Hotep character – concept, model, two team textures, rig, animations, pipeline
    • Hedge modular level asset – concept, model, texture, pipeline
    • Heads Up Display
    • Box Art, CD Label, box inserts
  • Constant cross-discipline communication with other leads, programmers, and level designers
January 2006 to March 2006 PHANTOM POSSESSION - stylized top-down action/puzzle
LEAD ARTIST
  • Three Month, three-member team project using the Scrolling Game Development Kit
  • Assets produced
    • Concept art, sprite animation sets for six characters, totaling 467 frames of animation
    • Tile sets for two levels, including walls, doors and 46 separate objects
    • Heads Up Display, victory and game over screens
    • Box Art, CD label, box inserts
  • Constant cross-discipline communication with two level designers


Education

Dates Project
January 2006 to Present The GUILDHALL at Southern Methodist University
  • Master’s Degree in Interactive Technology for Digital Games (Art Creation specialization)
  • Cumulative GPA of 3.975
August 1997 to May 2002 TEXAS A&M UNIVERSITY
  • Bachelor's of Science in Computer Science
  • Cumulative GPA of 3.25
  • Minor Area Electives included: Architectural Design, Figure Drawing, Painting, and Digital Photography


Employment Experience

Dates Employment
May 2004 to July 2005 U.S. AIR FORCE, USAFE NETWORK OPERATIONS AND SECURITY CENTER
CREW COMMANDER, 1st LIEUTENANT
  • Led five-member crew and worked closely with over 60 civilian and military technicians to ensure prompt resolution to all networking issues
  • Monitor USAFE network and information security assets
  • Notified General Officers of critical mission information
  • Highest Security Clearance Held: Top Secret
May 2003 to May 2004 U.S. AIR FORCE, 435TH COMMUNICATIONS SQUADRON, TELECOMMUNICATIONS SYSTEMS FLIGHT
DEPUTY FLIGHT COMMANDER, 2ND LIEUTENANT
  • Management of 60+ enlisted personnel
  • Ensure Flight responsiveness to physical cable and network infrastructure issues
  • Produced monthly telephone billing report for three Air Bases (Ramstein, Sembach, and Vogelweh), approximately 30 organizations, which totaled $75,000 per month
  • 435th Communications Group Officer in Charge of ‘Combat Proud’
    • Base beautification initiative
    • Responsible for landscaping and exteriors of 14 buildings
July 2002 to May 2003 U.S. AIR FORCE, 786TH COMMUNICATIONS SQUADRON, INFORMATION SYSTEMS FLIGHT
CHIEF OF NETWORK PROJECTS, 2ND LIEUTENANT
  • Supported flight-level organization by drafting and distributing the Squadron Weekly Activities Report
  • Briefed network and server administrators on the concepts and regulations behind the USAFE Storage Area Network Consolidation initiative