2021 - present
Unreleased Hybrid Casual Mobile Game - Big Run Studios
Build art pipeline in Photoshop and Unity to efficiently update content
Write and support tools for artists and designers
Spread learnings through documentation
2019 - 2021
Home Design Makeover & Property Brothers Home Design
Design and support art features to improve products
Author shaders to achieve new looks
Write and support tools for artists and designers
Consult with art outsource producers to troubleshoot and improve incoming assets
Improve pipeline by reducing implementation friction, solving bugs
Spread learnings through documentation and workshops
Improve performance across diverse device hardware
2018
Home Design Makeover Pre-Production
Developed visual identity during prototype stage
Co-developed lighting pipeline
Created visual effects including dynamic end-of-level cinematic sequence
Created UI and transitions
Determined art workflow, including file structure, naming conventions, texture sizes, model standards
Create video advertisements and app store previews
2017
Slots 360
Created art pipeline for Slots 2 via consultation with artists, engineers, producers, and director to anticipate future project needs
Tested and implemented new VFX solutions to achieve Art Director’s visual targets
Extensively tested resolution and compression settings to maximize runtime memory efficiency and device footprint
Created documentation of Database system that drives game behavior and animation, assisting across departments
Acted as primary resource for art troubleshooting and consultation
Migrated team to server-based content system early in production for improved stability and iteration time
Authored new techniques to deliver high-quality visuals using SpecularCubeMap shaders
Researched and implemented a color-tint overlay system for UI to create multiple themes without new assets
Live Games Support
Investigated live game pipelines, proposed and developed tools to assist Game Design and Art teams
Storm8 Hackathon
Lead Artist on game jam team to create a game prototype in less than 24 hours
Created 3d models, textures, particle effects, and animation.
Winner of "Best Looking" award
Personal Project - Farming RPG VR Game
Developed art and code for Farming RPG game for Vive
2016
Technical Art Department
Created scripts and shaders to accomplish new visual effects (Alpha Fade, Transparent Additive, Specular Cube Map, Turbulence)
Supported Tech Art department creation by contributing to mission statement
Contributed to automatic asset processing scripts
Created automatic sprite generation scripts supporting fixed or dynamic cell size
Authored shader tutorials enabling artists to create high-end visuals
Authored ‘Quick and Dirty Performance Testing’ guide to assist teams in testing new features or pipeline improvements
Participated in Animation and 3D Artist meetings to communicate new tools and resources, troubleshoot, and advise across game projects
Created new wiki space for Tech Art department
Rebuilding Existing Games in Unity
Ported and optimized large archive of art assets for Bingo, Monopoly Bingo, Clue Bingo, and Hungry Babies by rebuilding textures, animations, particles, UI, etc.
Created new outsourcing pipeline for Hungry Babies, documented with slideshows and video tutorials
Created UI audit report for Bingo Unity that thoroughly explained best practices with example illustrations. Identifying these issues spawned a department wide knowledge sharing meeting
Assisted in training apprentice VFX Artist and Match 3 Next team on 3d map performance, considerations, and metrics
Live Games Support
Ported and optimized art assets of Bingo, Monopoly Bingo, and Clue Bingo by rebuilding textures, animations, particles, UI, etc.
Supported artists, engineers, and producers on Match 3 Next, Frozen Frenzy, Hungry Babies, and Bingoes, allowing them to create new features such as King of the Hill
Personal Project - Untitled VR Clicker
Developed art and code for 'clicker' genre game prototype for Vive
2015
Frozen Frenzy Mania
Researched and developed art pipeline for studio's first Unity game
Pitched multiple visual treatments for world map, game pieces, high-value powerups
Created four unique character animation rigs, adapted with evolving designs
Quickly adapted art pipeline to accommodate feature requests and performance concerns
Pitched solutions to changing project needs with animated mockups
Collaborated closely with engineers to build and implement features
Documented art pipeline and tutored 2d artists, 3d artists, and animators on Unity proficiency
Storm8 Hackathon - Scrolly Shooty
Led game jam team to create prototype in less than 24 hours
Created 3d models, textures, particle effects, animation
Winner of "Best Looking" award
Global Game Jam 2015
Made VR game prototype in 48 hours
Created 3d models, textures, particle effects, animation
2014
Match-3 Visual Development
Created concepts of game world and setting based on 'fish' theme
Concepted game pieces, characters, world map
Storm8 Hackathon - Surfasaurus Rex
Co-led game jam team to create prototype game
2nd place winner
'Loop' Messaging App
Animated 50% of short film to introduce app
Created 'animated stickers' based on memes and emoji
Created motion graphic mockups for UI / UX
Cupcake Mania
Created 2d animation rig 'Bruno Bear' to accommodate dynamic poses and diverse costume re-skins
Animated characters and particle effects
Studio Operations
Consulted on studio adoption of Unity engine by stress testing art pipeline
Created multiple character rigs in many methodologies to enumerate advantages and limitations
Helped test on-device performance to set asset budgets
2013
Full Bore
Animated Hero character 'Hildi'
Animated VFX and environment animation
http://www.wholehog-games.com/fullbore/
Storm8 Hackathon
Modeled, Rigged, Textured, Animated two characters for 24h game jam prototype