Creative Leader. Specializes in managing high fidelity hard surface weapon assets for Treyarch's Call of Duty Zombie’s company wide. Shipped nine AAA CoD titles in 15yr career. Consistently maintains a positive attitude, eager to learn new skills, and strives to make meaningful contributions to team members throughout production.
- Shipped BOCW during a Global Pandemic!!!
- Managed delivery of Zombie Mega Barrel weapons for S4 Mauer Der Toten DLC. Oversaw all aspects of production process including: Implementation, OS quality bar requirements, file structure setup, and deadlines.
- Supervised Zombie Weapon art feedback, and quality bar requirements with overseas, and subsidiary OS partners throughout production.
- Tasked with Art Directing Zombie Wonder Weapon design changes in 3D. Alterations were pitched, implemented, and shipped.
- Demonstrated expert aptitude in next gen, hard surface modeling practices, and requirements. Utilizing Maya, further implemented coined “Mid-Res” modeling technique into weapon production pipeline.
- Fabricated 3D solutions for a variety of weapons lacking concept support, in addition to existing weapon concepts requiring legal changes.
- Implemented numerous Weapon Blueprints in line with franchise business model requirements.
- Concepted Weapon Blueprints from scratch with only a theme in mind. Continuously met rigorous deadlines.
- Mentored new, and existing team members in a variety of disciplines related to asset creation throughout all stages of production.
- Responsible for creating weapons, and weapon attachment assets from limited concept art, and real life reference, with little to no direction.
- Worked closely with manager and team mates maintaining an open channel of feedback when necessary.
- Provided honest and constructive feedback to team members working on additional weapons for the game.
- Autonomously completed all assigned tasks, while simultaneously maintaining Zombie Weapon feedback, and delivery deadlines.
- Concepted and implemented first shipped weapon in my professional career, the ABR 223. Worked closely with weapon concept artists to make legal approved modifications to design where necessary.
- Responsible for creating weapons, and weapon attachment assets made purely from concept art, start to finish, with little to no direction. In addition, I modeled a number of weapons that were handed off to team members to take to the finish line.
- Tasked with setting up weapon attachment system on the back-end. Exported game models using provided tools to then plug into the engine, creating complex animated and non-animated attachment combinations. Worked closely with team members to come up with creative solutions to export set ups that would work under the guidelines of the game engine's capabilities.
- Worked closely with manager and team mates maintaining an open channel of feedback when necessary.
- Utilized new tools to properly rig and export bullet and magazine game models, conducive for real time bullet depletion functionality in game.
- Continuously met strict deadlines throughout the three year production cycle.
- Provided honest and constructive feedback to team members working on additional weapons for the game.
- Promoted to Senior Artist during the project.
- Responsible for creating weapons, and weapon attachment assets made purely from concept art, start to finish, with little to no direction.
- Worked closely with manager and team mates maintaining an open channel of feedback when necessary.
- Incorporated Substance Painter/Designer workflow into the pipeline.
- Continuously met strict deadlines throughout the three year production cycle.
- Was given the freedom to concept changes to weapon design, and make essential calls pertaining to the most ideal screen composition of each weapon I created.
- Provided honest and constructive feedback to team members working on additional weapons for the game.
- Responsible for creating high poly weapon and weapon attachment view models, in game viewmodels, vm UV layouts, world models and LODs, rigging weapons for animation, and attachment textures.
- Worked closely with manager, and team mates, to meet the highest quality standards of heavily scrutinized weapon assets.
- Promoted to Artist at the end of the DLC cycle (post ship) Displayed the ability to create Call of Duty weapons start to finish, meeting all AAA asset ship standards.
- Hand picked by management to join weapons team.
- Responsible for creating nearly all world model weapon assets for Call of Duty: Black Ops
- Learned how to rig and export weapons and vehicles into the game.
- Blocking out attachment view models when needed.
- Worked closely with team members to maintain easy to work with, and organized file structures.
- Introduction to weapon View model and World model screen real estate composition standards, and techniques.
- Internship with the ENV team creating props for Call of Duty: World at War DLC
- Developed skills to further increase my aptitude as a 3D artist through the creation of art assets.
- Worked closely with manager to improve my foundation of skills in 3D Modeling, UV layout, and Texturing assets outlined by the specifications within the game engine (tri-counts, texture sizes, and memory footprint implications of assets themselves).
- Utilized tools within the pipeline to implement assets into the game.
QA Tester
- Responsible for locating, and reporting bugs within the game.
- Utilized dev track to clearly, an concisely report bugs to Treyarch devs.
- Worked Closely with QA manager, and team mates to maintain a clear stream of communication between myself and studio devs.
- Displayed professionalism and strong work ethic throughout the project.