I am a veteran illustrator and digital artist who has worked primarily in software development, in a variety of roles, since the mid-80s. I design interfaces, build complex worlds, and create unique characters for virtually any platform. I have also worked in supervisory roles, managing art departments and recruiting and training new artists.
My skills and interests cover a wide range of art production tasks, including 3D modeling for real time render products, 2D art production (digital or otherwise), general design, concept drawings, and development and storyboards.
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Staff Artist, Mass Media – THQ inc. ; 2004 to 2009
Concept and design art, 2d and 3d art production for console products. Principally for PS2, PS3 PSP and XBox. Products were primarily published by THQ inc.
Freelance Artist and Game Designer; 1993-2004
Principally involved with art design and production for entertainment software products, for game consoles, PCs and the Internet. Using 3D Max, Photoshop, Premiere, etc.
Wayforward Technologies - 3D modeling and mapping of environments and characters for Spy vs Spy, a Playstation project for TDK, and Toon Twister, a PC game for Scholastic-Nickelodeon.
Mass Media - 3D modeling and mapping for several console projects, for N64 and Playstation. Including a skate game for Nintendo, Pac Man Party for Namco, Cat in the Hat for Universal.
Personal Genie, Digiratti - General design, 2D illustration, GUI design, 3D modeling, animation for a variety of projects. Projects include: Fan Challenge (a networked entertainment system for use at sports venues), Personal Genie (an Internet based personal assistant), Connected Home (an interface system for in home wireless LAN, connecting various appliances and personal pads).
Club Vortex- Sony Music. Designed and exectuted extensive VRML environment and characters for a promotional website for Sony music.
Game of Life - for Hasbro Interactive. Designed and executed (using 3D modeling) a highly detailed game board, which was the center-piece of the game. Also did character, prop, and interface design. This was a 2D, PC based game.
Speed Racer- for Live Entertainment. Created 3D animations of characters for 2D frame sets. Created 3D environments for the 2D frame sets to live in. A very early real-time 3D game for PCs.
Dark Seed 2 - for Cyberdreams. Designed and executed a large number of 3D scenes for use as backgrounds in a 2D, PC based game.
Art Director, Walt Disney Computer Software; 1990-1993
Supervised art production of over twenty projects for Disneys “Buena Vista” and “Disney Software” product lines. Produced images and animation for both product lines. Addressed art issues for both published and licensed products. Assisted in new product design, promotion and presentation. Recruited, trained and maintained a staff of seven contract artists. Coordinated with contractors and staff producers to maintain product quality. Set up a hardware-software art production environment, and evolved methodologies for image and animation creation.
During this period, I supervised and contributed art-as-needed to the following PC-based titles: Dog Eat Dog: An Adventure in Office Politics; Route 66; Jungle Cruise; Stunt Island; Dick Tracy; Arachnophobia; The Rocketeer; Hare Raising Havoc; The Beauty and the Beast Print Kit; Mickey and Minnie’s Fun Time Print Kit; The Aladdin Print Kit and Mickey’s Reading; and a host of licensed cartridge games.
Staff Artist, Cinemaware; 1986-1990
Principal contributing artist to Rocket Ranger and It Came from the Desert on Amiga. Sole artist on Wings Amiga.
Created story boards and contributed to new product design and presentation.
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