Visionary and quality driven 3D Artist with extensive experience in both the Video Game and TV/Film industries. Proven record of delivering exceptional 3D assets in an efficient and timely manner. Adept at learning new software and proprietary systems. Accomplished at creating high and low resolution art assets as well as lighting and composing scenes. Known for taking a proactive approach to problem solving and team operations. Powerful communication and organization skills with the ability to motivate others. Recognized by peers as a strong team member.
Software: 3D Studio Max, Maya, Photoshop, Zbrush, Mudbox, Unity
Platforms: PC, Xbox, Xbox 360, PlayStation, PS2, PS3, Nintendo (Gamecube, 64, Wii, DS, 3DS), TV/Film
Games: Webkinz (online/Facebook/iPhone/iPad), Skylanders: Spyro’s Adventure (Nintendo 3DS), Various Guitar Hero Titles (Wii), Guitar Hero: Modern Hits (Nintendo DS), Band Hero (Wii), DJ Hero (Nintendo 3DS), Full Auto (Xbox360, PS3), Hot Wheels: Velocity X (Wii), Zork: Grand Inquisitor (PC); Too Human (N64); Eternal Darkness (Wii), Blood Omen: Legacy of Kain (PlayStation).
TV/Film: Journey to the Edge of the Universe (National Geographic), Sitting Ducks (YTV, Cartoon Network)
Ganz: Toronto, Ontario, Canada 2011
I used my expertise in 3DSMax and Photoshop to create art assets for various Webkinz games (online, Facebook, iPhone, iPad) that featured Ganz hugely popular Webkinz plush toys.
? Created concepts and 2D/3D assets and props quickly and efficiently enabling the 3D department to continuously stay ahead of schedules and ensuring delivery of the games on time.
Vicarious Visions: Albany, NY, USA 2008 – 2011
Performed sub-lead duties (team and asset management, scheduling, creative direction and training) and assisted the Art Director and Character Team Lead in developing an art style for Guitar Hero: Warriors of Rock (Wii). I also collaborated with the Technical Artist and Programmers with the development and implementation of a variety of tools and character creation systems providing the artist an efficient pipeline and reduce redundant work practices.
? Created character and environment assets for various Guitar Hero titles (Wii), which outsold Xbox 360 and PS3 versions.
? Adjusted and fixed skinning on characters and their clothing accessories
C4 Studios, Toronto, ON, Canada 2008
3DS Max Generalist
I created 2D/3D content, animations and lighting for several scenes for a National Geographic/Discovery Channel space documentary titled Journey to the Edge of the Universe. My expertise in 3DSMax and Photoshop enabled me assist the studio to meet their deadlines so the documentary could air on schedule.
Pseudo Interactive (Closed), Toronto, ON, Canada 2005 – 2008
Created concepts and 3D models of various vehicles, environments and props and helped develop a vehicle damage system for Full Auto and Full Auto 2: Battle lines and two unreleased titles. I also assisted in the development of a vehicle customization system for the two Full Auto games and the development of a new ingame rendering system for our proprietary game engine. By sharing my extensive knowledge of Industrial Design and Mechanical Engineering I was able to help the vehicle modeling team create more realistic vehicles and environments to give the player a more immersive gaming experience.
Beyond Games (Closed): Salt Lake City, Utah, United States 2002 – 2003
I assisted the FMV/cinematics team by animating several characters and vehicles for use as game content and promotional purposes as well as modeling and texturing game assets for a popular Hot Wheels franchise. By using my management and organization skills I helped the Art Director catalogue and categorize all 3D content created which eliminated redundancies and streamline the workflow for other artists.
Elliot Animation: Toronto, ON, Canada 2001
Lighting Technical Director
Utilized skills in Discreet Combustion to light and compose scenes for the animated TV series Sitting Ducks.
? Leveraged talents in modeling and texturing to enhance the visual appeal of scenes.
Silicon Knights: St. Catharines, Ontario, Canada 1995 – 2000
3D Artist/Level Designer
In combining my knowledge of Industrial Design and my experience designing levels for Blood Omen Legacy of Kain I quickly transitioned into a 3D Environment Artist position by self-educating myself in 3DStudio and Photoshop. My proactive approach impressed the lead artist who entrusted me with occasionally managing the team, writing design documents, concept drawing and high resolution cinematic modeling/texturing.
Education and Professional Development
Bachelor of Arts, Industrial Design - Humber College of Applied Arts and Technology 1991 - 1994
Mechanical Engineering - Ryerson Polytechnic Institute 1989 - 1990
? Produced several design concepts of Point of Purchase displays for two different POP display manufacturers
? Generated 3D models for various design competitions
? Chosen to participate in an experimental cross-discipline student program to develop a product for introduction into the consumer market
? Created several concept drawings for display at the Toronto International Auto Show and the Toronto International Motorcycle Show
? Created an award winning design proposal for possible production with an international blow moulding company
? Created clipart images on Alias Sketch for Alias Research Inc
? Humber College/Lee Valley Craftsmanship Award
? Humber College/ABCgroup design competition: 3rd Place
? Honors roll throughout three years of college