To obtain a secure position that allows me to fully utilize, and grow, my skills in artistic direction, management, and developing strong, productive, art teams.

Art Software:
3D Studio Max, Maya, Z-Brush, Photoshop, Unreal, Topogun, Crazy Bump, X-Normals, Dreamweaver
Familiar with Substance Designer/Painter, Marvelous Designer, and various photogrammetry methods.

Management Software:
Jira, Hansoft, Perforce, Shotgun, Excel, Powerpoint, and Microsoft Word

Traditional Art and Management Skills
14 years running art teams in various capacities. Strong team building and management skills. 12 years with Scrum/Agile management and how it relates to art production. Excellent foundation in traditional illustration, painting, drafting, layout & design, composition, printing, cartooning, and storyboards

QC Games Inc                                       Austin, Tx.                          10/2018 - Present                    

Senior Art Producer
Project: Breach

Creation and management of the art content schedule for the art team. Tracking task and identifying dependencies.
Coordinating and managing creative feedback and approvals, to insure clear, consistent, and timely feedback for internal artists.
Assisting with the organization, development, and revision of art style guide and art pipeline documentation.
Regularly communicating and coordinating the needs and progress of the art team with the production staff and management team.
Coordination of art development meetings.
Work in close collaboration with the Art Director and studio leadership to foster strong cross disciplinary relationships for high-functioning teams across projects.
Working with the monetization Producer in developing the Breach store and our monetary system. 
Managing outsourcing and facilitating feedback to external venders.

QC Games Inc                                       Austin, Tx.                           06/2017 – 10/2018                  

Assistant Art Director
Project: Breach

Establishing and developing the Outsourcing Pipeline for Breach and the studio. 
Coordinating three external vendor studios, providing feedback, direction, and maintaining consistency in art style
Working with Finance Director to maintain quality outsourcing within the established budget.
Coordination with Art Director and Art Leads to create and manage the art development schedule
Worked with Art Director to establish and clearly communicate the art style guide and the art pipelines
Worked with Art Director to grow and develop the art team, streamline their process, and provide timely feedback, and tools support.

BioWare Austin                                Austin, Tx.                          04/2014 – 06/2017                  

Art Director 
Project: Star Wars, The Old Republic: Shadow of Revan, Rise of the Emperor, Knights of the Fallen Empire, Knights of the Eternal Throne, The War for Iokath, Crisis on Umbara, A Traitor Among the Chiss

Promoted to Art Director (overseeing 32 artists)  
Worked closely with the Creative Director to redefine the overall art direction and story for current and future SWTOR expansions and content
Wrote and developed the art bible and style guide
Coordinating art needs with Design, Programming, Marketing, and upper Management
Coordinating and drove the Cartel Market in support of the live product.
Scheduling and managing the needs of the art team
Drafting first round contracts for external vendors
Hiring of artists and locating external vendor within budget constraints
High-level management and coordinating with external manager of 15 external vendors
Spec determinations and finial review of all assets to maintain existing art quality and style
Working with Programing to further the graphic quality of the live game.
Creation, review, and support of Marketing art, both internal and external

Project: Unannounced Frostbite Project

Developed several Vision Proposals and Art Directions for unannounced game at Bioware.
Lead a small team of 6 to develop an initial pitch and demo

BioWare Austin                                Austin, Tx.                           10/2006 - 04/2014                  

Lead Character Artist
Project: Star Wars, The Old Republic: The initial release, Rise of the Hutt Cartel, Galactic Strongholds, Shadow of Revan

Overseeing 8 in house artist and 34 outsource artist.
Responsibilities include: Working with the Art Director and Lead Concept artist to develop the look and feel of the characters. 
Scheduling and project planning for the Character team. 
Working with Design, Programming, and Tech Art to determine the best tools and pipeline for Character and Creatures. 
Modeling and texturing characters and creatures.

Sony Online Entertainment                    Austin, Tx.                      11/2005-10/2006             

Art Director
Project: Star Wars Galaxies: Live Team

Promoted to Art Director (overseeing 12 artist)
Coordinating art needs with Design and Programming
Scheduling and managing the art leads and artists
Spec determinations and finial review of all assets
Creation of a style guide
Tool investigation and evaluations
Outsourcing budget management
Gold Standard art asset creation.

Project: Unannounced Unreal Project

Set Artistic style and direction for Demo
Lead 6 artist in the development of Demo

Sony Online Entertainment                    Austin, Tx.                      10/2004 - 11/2005           

Character Lead Artist
Projects: Star Wars Galaxies: Rage of the Wookiees, The Trials of Obi Wan, New Game Enhancements, and Live Team

Promoted to Character Lead Artist (overseeing 5 other artist)
Managing and refining the character pipeline
Scheduling and organizing the character and creature assets
Technical and aesthetic review of assets
Modeling and texturing of creatures and NPC’s, and several environmental assets.

Sony Online Entertainment         San Diego, Ca./Austin, Tx.       2/2001 - 10/2004             

Creature/Character/Environment Artist
Project: Star wars Galaxies: Original Launch, Jump to Lightspeed expansion, and Live Team

Hired as an environment artist, moved to the character team. Transitioned to Austin when the San Diego division of SWG was shut down.
Terrain creation and world building
Prop modeling and texturing
Character and Creature modeling and texturing.
Basic Animation
Helped to development the games elaborate clothing system and other internal processes
Modeling and texturing of spaceships, planets, skyboxes, etc.
Pioneered the method of creating extremely large and detail capital ships.
Created one of the two new player species.

Kinesoft Development                             Austin, TX                       5/2000 - 1/2001              

2D/3D Artist/Game Designer
Project: MageLords(unreleased)

Hired as a concept artist. Promoted to Creative Designer and Lead Concept artist (with 3 artists under me). Also worked on Characters and built the company and game websites.
Concept development and coordinated with the Art Director to establish Concept direction. 
3D modeling and texturing.
Designed primary UI
Developed, with lead Designer, story elements, back-story, and several game play issues
Developed websites for Kinesoft and their two games

Freelance Work                                     Various                            11/1987 - 5/2000             

Graphic Artist

Worked as a freelance graphic artist
Produced work for various Comic Book, Card, Gaming, and Toy companies
Among these were; DC Comics, Marvel Comics, Image Comics,Dark Horse Inc., White WolfPublishing,Five RingsAEG Co., Hasbro Toy Group, and Mattel.
Hired and managed several assistant artists


Kubert School for Cartoon and Graphic Illustration                               1990 - 1993                    

Back to Top