Environment Artist
at
Ironwood Studios
on
Pacific Drive
Contract
May 12, 2022 - August 31, 2023
Remote
Environment art on Pacific Drive. I joined about a year and a half before release and helped finish some of the environments.
Founder
of
Enno Games
on
Sky Fleet
Jan 31, 2021 - November 2021
Asheville, NC
Developed and released the game Sky Fleet on Steam.
Design and programing for the entire game.
Game client created in Unity using C#.
Game server written in Java. Multiplayer server based networking using tcp and udp without networking libraries. Custom physics engine.
Automated server management and matchmaking written in Rust and deployed on Digital Ocean with Docker.
Created all artwork except for a few 3d assets.
Worked with freelance sound designer for music and sound effects.
Environment Artist
at
343 (Microsoft)
on
Halo 5, and Halo: Infinite
Contract through YOH
May 1, 2013 - Dec 23, 2015 and Nov 8, 2016 - Jan 31, 2021
Redmond, WA
3D modeling and texturing of multiplayer environments.
Worked closely with design and concept teams to turn block-out geometry and ideas into full, finished products.
Materials, LODs, collision, performance and memory optimization.
Creation of hero vista assets.
Managed team of 2 environment artist.
Feedback to remote team.
Tracking and scheduling for a large portion of the banished props.
Environment Artist
at
Camouflaj
on
Republique
Contract
Dec 10, 2012 - April 30, 2013
Bellevue, WA
Created environments for the IPad game Republique running in Unity.
3D Artist
at
343 (Microsoft)
on
Halo 4
Contract through Filter then YOH
July 2011 - Oct 18 2011 and Jan 30, 2012 - Nov 30, 2012
Kirkland, WA
Modeling and texturing of multiplayer props for Halo 4.
Modeling, texturing, materials and lighting of Spartan Ops multiplayer environments.
Environment Artist
at
Turn 10 (Microsoft)
on
Forza 4
Contract through Filter
Oct 2010 - July 2011
Redmond, WA
Modeling and texturing of environments for Forza 4.
3D Prop Artist
at
Bungie
on
Halo: Reach
Contract
Nov 3, 2008 - May 2010
Kirkland, WA
Modeling, texturing and destruction of environment props for Halo: Reach.
Artist
at
Liquid Dragon Studios
on
Deadliest Catch: Alaskan Storm, The Odyssey: Winds of Athena, Word Krispies
Dec 2004 - Sept 2008
Bellevue, WA
Deadliest Catch: Alaskan Storm - Modeling, texturing, and rigging of key assets. Some UI and other misc work.
Word Crispies - Responsible for all art except storyboards and table backgrounds.
The Odyssey: Winds of Athena - All art except front screen and cut scene paintings.
Protoyped Overflow, an action/puzzle game for next gen hardware with real time fluids.
Concept drawings for many game ideas.
Art Support
at
Suckerpunch Productions
on
Sly 2: Band of Thieves
Contract
Feb 2004 - Aug 2004
Bellevue, WA
Modeling Support and Production Assistant on Sly 2: Band of Thieves for PS2.
Applied in-house developed AI technology to all levels using Maya
Responsible for all dialog and movie files including localized versions in 14 languages
Worked with game designers to get their script into the game and ready for recording sessions
Modeling and physics bugs.
Captured screenshots for press.