The Bureau PS3, 360 / 2K Marin 2013
lead level architect – / 08-10 to 07-13
Pre-vis, concept art, storyboards and level layout maps. Mesh placement, lighting, production, performance, optimization in UnReal editor. Staffing and management of level architects. Initiate and implement level development process. Coordination of efforts with design, narrative, cinematic and production teams.
Bioshock 2 single-player DLC PS3, 360 / 2K Marin 2010
senior level architect / lead environment artist – / 02-10 to 07-10
Pre-vis, concept art, storyboards and level layout maps for Minerva's Den (level 1 and the last narrative portion of level 3). Visual design for several elements throughout. Level creation, mesh placement, lighting, production, performance, optimization in UnReal editor.
Bioshock 2 PS3, 360, PC / 2K Marin 2010
senior level architect – / 08-08 to 02-10
Pre-vis, concept art, storyboards and level layout maps for Ryan's Amusement and the first level of the game. Visual design for some elements in these levels. Level creation, mesh placement, lighting, production, performance, optimization in UnReal editor. Some 3D modeling, mapping and texture creation.
The Spiderwick Chronicles PS2, 360, XBOX, PC / Stormfront Studios 2008
principal artist – pre-vis artist – storyboard, concept, UI / 11-06 to 01-08
Storyboard art for cinematic sequences, level walk throughs, and action / combat sequences.
Design, layouts, maps, sketches/schematics for environments and props UI layout and production.
Eragon PS2, XBOX, 360, PC / Stormfront Studios 2006
principal artist – lead environment artist – storyboard artist / 11-04 to 11-06
Storyboard art for cinematic sequences, level walk throughs, and action / combat sequences.
Design, layouts, maps, sketches/schematics for environments and props.
Lead the environment team in the construction, lighting and optimization of world art and props.
Model, map and light environments using 3DSMAX7.
Demon Stone – The Forgotten Realms PS2, XBOX / Stormfront Studios 2004
principal artist – art direction – lead environment artist / 11-02 to 10-04
Established overall visual direction for game.
Initial conceptual development of three hero characters.
Visual design and layout for environments.
Lead the environment team in the construction of the worlds and props.
Model, map and light environments using 3DSMAX5/6.
The Lord of the Rings – The Two Towers PS2, XBOX / Stormfront Studios 2002
principal artist – lead environment artist / 11-01 to 10-02
Oversaw the visual design, creation, lighting and optimization of world art.
managed a team of up to 12 artists.
Model, map and light environments using 3DSMAX4.
The Legend of Alon D’ar PS2 / Stormfront Studios 2001
principal artist / 11-99 to 9-01
Concept art for monsters and environments.
Environment design, created level layouts and maps.
Model, map and light environments using 3DSMAX3.
Character illustrations for back of box.
NASCAR 2000 - N64 & PSX / Stormfront Studios 1999
principal artist / 1-99 to 7-99
Model and map 3D tracks using 3DSMAX3.
Revised pit stop sequences from NASCAR Revolution to work on PSX.
NASCAR Revolution - PC / Stormfront Studios 1999
principal artist / 7-97 to 1-99
Created art for three platforms simultaneously.
Model and map 3D tracks using 3DSMAX2.5.
Created 3D animation for N64 intro sequence.
Designed title screens for N64 and PSX.
Combined mocap and 3D animation to create pit stop sequences for PC.
NASCAR ’99 - N64 & PSX / Stormfront Studios 1998
RollerBall - for PSX / never released / Stormfront Studios
principal artist / 6-96 to 6-97
Established look and feel for art.
Designed and created interface with 3D title effects.
Designed fictitious team logos and uniform.
Tony LaRussa Baseball IV PC / Stormfront Studios 1996
lead animator / 12-95 to 5-96
Responsible for the video capture animation.
Scripted, organized and directed video shoot.
Selected sequences, edited motions, worked out scaling problems, scripted playback.
Managed clean-up team, palettes, and files.
Madden Football - PC / Stormfront Studios 1996
interface artist / 3-95 to 11-95
Screen/interface design and production.
Tony LaRussa Baseball III - PC / published by Stormfront Studios 1995
senior artist / 11-94 to 2-95
Responsible for the video capture animation.
Assisted at video shoot.
Selected sequences, edited motions, worked out scaling problems, scripted playback.
Managed clean-up team, palettes, and files.
LaRussa Baseball II - Sega Genesis / Stormfront Studios 1994
artist / 10-93 to 6-94
Screen/interface production, developed existing design.
Created stadium art, batter / pitcher windows.
Designed and illustrated title screen.
Jumbotron animations.
Andretti Racing - Sega Genesis / Stormfront Studios 1993
artist
Designed and produced interface art.
Stronghold PC / Stormfront Studios 1993
artist
Created buildings and castles in various states, from new to ruins.
Eagle Eye Detectives PC / Stormfront Studios 1993
artist
MAC conversion art clean up.
Reworked spot animation.