Hello, I'm a digital artist with years of experience in game, animation, and VFX art. I specialize in character/prop asset development. I was nominated for a Visual Effects Society award in 2010 for my work on the film Coraline.
Eleven Eleven (2019), God of War 4 (2018), Days Gone (2018), Concrete Genie (2018), Spider-Man PS4 (2018), Archangel (2017), Destiny DLC (2015), Lair (2007), SOCOM: Fireteam Bravo 2 (2006), Killzone: Liberation (2006).
Abominable (2019), Ready Player One (2018), Black Panther (2018), The Mummy (2017), The Penguins of Madagascar (2014), How To Train Your Dragon 2 (2014), Peabody and Sherman (2014), Turbo (2013), The Croods (2013), ParaNorman (2012), Puss in Boots (2011), Night At The Museum 2 (2009), Coraline (2009).
Rhode Island School of Design B.A. Illustration Major
Brown University Medical Illustration
VES Award nomination 2010
Top row artist at Zbrush Central 2009
Best Film at Smogdance 2002
I work as part of the Virtual Art and Design team, creating assets for film visualization. I specialize in character/prop art for UE4 virtual productions.
I worked as part of the VAD team- focusing on creating Character Art for VR games, Film Visualization/VirProd, and other VR/Realtime related experiences. My pipeline involved creating assets in Maya, Marvelous Designer, and Zbrush. When not creating Character Art- I also created prop and environment assets. My work was used in the films Black Panther, Ready Player One, The Mummy, and VR games ArchAngel and Eleven11.
I preform a variety of digital art duties involving modeling, character remesh, and blendshape creation.
I worked on character, environment, and prop models for Bungie's Destiny Game Cinematics.
I worked on game character models based on scan data. I over saw scan alignment, marker tracking, transferring scan data to final topology, mudbox cleanup of assets, and a variety of other character modeling tasks.
I preformed a variety of digital art duties including modeling and texture map generation. Primary software used is Zbrush/Maya/Photoshop.
I worked on character/prop models for the movies Puss in Boots, The Croods, Turbo, Peabody and Sherman, How to Train Your Dragon 2, and The Penguins of Madagascar. My responsibilities include poly/nurb modeling, UV layout, hair curve generation, digital sculpting, and model trouble shooting.
My position at Laika involved R&D, Visual Development, and general modeling/texture work. I created character models for the movie ParaNorman.
Working on Night at the Museum 2, I generated prop and character models. My responsibilities included organic/hard surface modeling, remeshing, model cleanup, and UV layout.
Working on Coraline, I generated prop and character models. My responsibilities included digital sculpting, remeshing, rapid proto engineering, model cleanup, and a variety of generalist tasks.
I Worked on Killzone: Liberation, Lair, and Socom FTB2. As part of the modeling team, I generated character/prop models. I worked primarily in Zbrush, Maya, and Mudbox. My generalist responsibilities included shader and texture work.