Professional Summary
I am a 3D generalist, technical artist, and art lead with 25+ years in games, spanning AAA, mobile, and real-time simulation. I specialize in setting a clear visual direction, building scalable art systems, and designing production pipelines that increase content throughput while maintaining consistency and quality.
I have shipped games across PC, console, and mobile, with shipped titles totaling 23M+ units, and I’m known for bridging art and engineering to solve “impossible” production constraints through automation, tooling, and workflow design. With my tools and pipeline automation I reduced multi-hour or multi-day manual asset workflows to seconds and increased team output without added headcount. At various companies, I've built and maintained standards-driven content creation systems, documentation, and version control practices to protect quality and speed.
I am currently building an indie game leveraging AI for programming/tool creation and experimenting with 2D and 3D AI generation tools to create a faster, scalable art workflow (concept-to-final) with strong human quality control. My method of AI integration provides higher quality final assets at a faster pace, while freeing up 50-80% of artists time to choose assets and content they actually prefer to work on, improving morale as well as job satisfaction.
Professional Experience
University of Illinois | Instructor | Oct 2022 to Present
Teach real-time art production and pipeline fundamentals (modeling, animation), emphasizing transferable workflows across DCC tools. I have contributed to courses including Blender, animation for games, and AI systems in games, and I focus on helping students build industry-ready production habits.
PyxelChain Technology | 3D Artist | Mar 2022 to Oct 2022
Maintained visual quality bars and technical adherence; collaborated with technical teams to improve tools and workflows for art efficiency; created stylized 3D assets, rigs/animation, VFX, shaders/materials; and produced scalable environments with rules-based tooling (Gaia).
Royal Protocol | 3D Artist | Oct 2021 to Mar 2022
Helped develop art style and character customization systems; created character models/animation, environments, VFX, and shaders with a focus on consistency and scalable production.
Real Training Systems | Creative Director | Oct 2020 to Mar 2022
Led end-to-end real-time production in Unreal (environments, lighting, cinematics), managing full asset pipeline and iteration loops that balanced speed and quality.
Threat Tec | Technical Artist | May 2016 to Sep 2018
Built optimized real-time environments and VR-ready art, including large-scale terrain work and procedural workflows; authored best-practices documentation to reduce onboarding time and maintain standards.
Spacetime Studios | Senior Artist | Mar 2011 to May 2012
Shipped art for mobile MMOs and built workflow automation tools that dramatically reduced manual rework for character gear across body types, increasing production throughput. Mobile UI/UX + Scalable Art Production
Volition / THQ | Studio Artist Manager + Lead Technical Artist + UI/Character/Vehicle Art | Aug 1998 to Mar 2007
Led artists, improved pipeline quality control, and partnered with engineering to solve workflow and tooling constraints in AAA production.
Tools
Blender, Maya, 3ds Max, ZBrush, Substance Painter, Photoshop, After Effects, Premiere, Unity, Unreal, Perforce, Git, Various Generative AI systems, plus scripting and pipeline automation workflows.
Education
Art Institute of Pittsburgh, Associate of Science (Computer Graphics and Animation)
