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OBJECTIVE
To have the ability to create and be challenged in a progressive company where I may use my talent to learn and grow.
EXPERIENCE
2012-Present
Loot Drop 2D Artist (contract) Create 2D isometric environment assets for social game.
2011-Present
Remove From Game Illustrator (contract) Create illustrations for fantasy card game product
2011
Innova Concept Group Graphic Digital Artist Design and create UI elements and art assets for software that is merged with clients’ internal site.
2007-2008
Namco Networks, San Jose, CA Senior Artist Hands on creation of art assets, mentor team of artists, ensure the quality, look and feel, and standard process of production is maintained for internal titles.
Worst Case Scenario, mobile
Ms. PACMAN, iPhone
PACMAN Arcade Golf, mobile
Pole Position Remix, iPod
2006-2007
GenPlay Games, San Jose, CA Art Director Oversee team of artists to ensure the quality and look and feel of mobile titles. Create interfaces and ingame art assets.
Muncher, mobile
2005-2006
Infospace, San Mateo, CA Art Director Oversee team of artists to ensure the quality and look and feel of mobile titles. Create interfaces and ingame art assets.
Skeeball for Prizes, mobile
Frogger for Prizes, mobile
2005
Perpetual Entertainment, San Francisco, CA Interface Artist Currently creating in-game UI for MMP.
MMP Gods and Heros, PC -in development-
2002-2004
Monkeystone Games, Austin, TX Senior Artist Last project with Inevitable Games creating multiplayer levels using their propietary level editor and design in-game UI . Other tasks have been creating asset and concept art for GBA, cellular and PC products. Ability to mimic established product art style.
Area 51, Playstation 2
Cartoon Network Block Party, Gameboy Advance
Congo Cube, PC
Hyperspace Delivery Boy, Internet site
2003
Amplified Games, Davis, CA (Contract) 2D Artist Created art for cellular gaming and internet.
School of Rock Audition, Brew
Amplified Games, Internet site
2002
Game Titan, Austin, TX (Contract) Background Artist Created tileable texture art for background environments, created secondary element environmental sprites and the creation/manipulation of image palettes.
SpyKids 2, Gameboy Advance
2000-2002
Griptonite Games, Kirkland, WA Digital Artist Developed on Griptonite Games' first GBA title, illustrated character portraits and backgrounds, designed interfaces, palletized manipulation. Created concept art for project proposals.
Harry Potter and the Sorcerer's Stone, Gameboy Advance
1999-2000
Cavedog/Humongous Entertainment, Bothell, WA Digital Artist, Online Development Created interfaces, doctored images, redesigned and maintained Cavedog Entertainment's web sites, inked and painted character frames, processed art for localization, and created concept art.
SpyFox 3, PC
Total Annihilation: Kingdoms, PC
Cavedog Entertainment, Internet sites
1998-1999
ArcSoft, Inc., Fremont, CA Multimedia Artist Designed interfaces, maintained web sites, and created art assets.
ArcSoft's PhotoStudio v3.0, PC
ArcSoft's PhotoFantasy v2.0, PC
ArcSoft's PhotoPrinter Pro, PC
1994-96
Stormfront Studios, San Rafael, CA Senior Artist Designed interfaces, created texture maps and background art.
Electronic Arts' Andretti Racing, Playstation 1
Sony's ESPN Baseball Tonight, PC
Sony's ESPN Hockey Night, PC
1993-1994 Medior Incorporated, San Mateo, CA Digital Artist Created illustrations and interfaces for informational, educational, and entertainment software titles.
En Passant, Macintosh
Rock, Rap and Roll, Macintosh
MacWorld CD, Macintosh
1993-1994 Computer Curriculum, Sunnyvale, CA Illustrator Illustrated childrens books digitally and traditionally for educational software development.
ACHIEVEMENTS
2005-2006
Art Directed Infospace�s cellular titles to the next level by giving them a more cutting edge look and feel. Updated the look and feel of Frogger for mobile.
2002-2005
Worked on the cutting edge of cellular gaming at Monkeystone Games creating art assets for first person shooter titles on the Nokia N-Gage.
1994
Promoted to Senior Artist at Stormfront Studios within the first 3 months of employment for introducing Adobe Photoshop and training co-workers in a more efficient way to design, create, and manage artwork.
1992-94
New York Society of Illustrators Student Competition. One of two students from the Academy of Art University to have been accepted 3 times. Only 100 of 5,000 entries are selected for this show. Those accepted are published in the Illustrator's Annual.
Illustrators 36, Published '94
Illustrators 35, Published '93
Illustrators 34, Published '92
1991
Academy of Art College Awards of Excellence
Best Beginning Illustration Award
Beginning Illustration Award
1987-91
Society of Western Artists' Open Show
Third Place, Mixed media, '91
First Place, Mixed media, '90
Best of Show, Mixed media. '87
SKILLS
Art direction Team management Create multiplayer levels with level editor tools Strong Photoshop skills Create tileable texture, bump and specular maps Various styles of illustrating from realistic, stylized to cartoon Create concept art for project proposals Ability to mimic established product art style Process art for various gaming platforms: Cellular, Gameboy Advance, Playstation, PC Create interfaces for gaming, software and internet Palette manipulation Image doctoring
EDUCATION
1998 Silicon Valley College, Fremont, CA Online Design
1988-93 Academy of Art College, San Francisco, CA Illustration
1984-87 Chabot Community College, Hayward, CA Commercial Art
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