Professional Work

The Order: 1886 (PlayStation 4)

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Role: Technical Art Generalist (Tools/Engine Team)
Studio: Ready at Dawn Studios // Irvine, CA
Status: Released February 2015
Core Tech: Ready at Dawn Engine

  • Developed tools and assisted with engine features for a proprietary engine.
  • Worked directly with the Technical and Art Directors to improve tools & workflows throughout the studio.
  • Contributed to tools for Scripting, World Building, Design, Cinematics, Materials, Audio, and Localization.
  • Wrote and maintained Lighting and Environment Art tools, scripts, and plugins in Maya and Photoshop.
  • Worked with a small group to setup a distributed GI Baking workflow for lighting artists.
  • Responsible for tools to profile direct memory usage and get the game in memory on the PS4.

Fabled Fortress (iOS, Android, PC, Mac)

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Role: Game Programmer
Studio: Sourcebits Inc. (Later Wandake Game Studio) // Rochester, MI
Status: Cancelled
Core Tech: Unity3D

  • Contributed to writing game logic, shaders, and tools.
  • Developed a workflow (including custom tools) to create optimized, stylized, terrains and worlds.
  • Optimized art pipeline for iOS and Android devices.
  • Implemented “Spell Casting”, “Popularity”, “Farming”, and “Defensive Wall” gameplay mechanics.

 


Other Contributions

A few projects I made minor contributions to as a contractor or just for fun.

Urban Vision

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Website: Urban Vision // Contributors
School: Purdue University // West Lafayette, IN

Modeled and textured 3D buildings for the NSF funded project.

Mechknight Chronicles

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Website: Mechknight Chronicles: Knightfall
Studio: Dinosaur Games // Austin, TX

Wrote a CgFX pre-viz shader for Maya and python scripts for specialized FBX exporting from Maya.

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