Background

 

My formal training was as a figurative sculptor.  I worked as a studio artist and portrait artist until 1995.  I had been creating large scale figurative models for lighting and architecture details when I came across 3d studio max while taking a CAD class. I first began my work as a 3d CGI artist in 2000 illustrating large-scale lighting and sound fixtures for casinos and theme parks.  During that period, I also created 3d content for clients in a variety of sympathetic fields; architecture, medical illustration and product design to name a few.

In 2008 I began to focus my work on gaming assets with an emphasis on characters. I have worked as principal character artist and art director on 3 published titles, and co-developed a machinma project for MTV2.  Projects have been built for the iPad, mobile devices and PC.  Our current game, Meriwether, was just released on Steam, and is in discussion for Xbox One. Currently I am translating Arch Viz project into VR with HTC Vive and Unity.

Please see my c.v. for a more detailed professional history and links to projects.