Work Experience
View my credits on Moby Games
Environment Art Lead, Microsoft - Turn 10 Studios Dec 2021 – Present
Redmond, Washington, USA
Lead Artist, Ubisoft Toronto Dec 2016 – Dec 2021
Toronto, Canada
Far Cry 6 (PS5, PS4, XBOX S/X, STADIA)
Far Cry 5 (PS4, XBOX ONE, PC, STADIA)
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Managed a multi-disciplinary team of 7-9 model and level artists with varying levels of experience
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Worked closely with AAD, AD to evolve and fine tune the creative and artistic vision and maintained high quality standards throughout the team
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Collaborated with cross-functional departments to establish needs and understand constraints. Problem-solved and troubleshot blockers and addressed concerns ahead of time.
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Prototyped and benchmarked high profile areas, documented processes for distribution to all stakeholders
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Worked with PMs to track development progress and optimize workflow and production
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Created 3D and 2D assets for set dressing and branding needs
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Developed style guides for internal teams and external partners for pitch presentations
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Encouraged and motivated team members through weekly stand-ups, one-on-one chats and career development meetings to support their development
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Served as an ambassador for Ubisoft Toronto for both internal and external-facing affairs: student-mentoring program in local schools, being part of a panel of judges at the annual Ubisoft NXT showcase and internal committee to improve culture and diversity
Co-owner / Graphic Designer, Poke Five Oct 2017 – Present
Vancouver, BC
Art Direction and Graphic Designer
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Brand direction and content creation for various media including but not limited to:
Website design, digital and print media for advertising, social media content, menu boards and business cards
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Photography for website and social media content
Sr. Environment Artist, Warner Bros. Games Aug 2015 – Dec 2016
Montreal, QC
Unannounced next-gen title (PS4, XBOX One)
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Benchmarked 3D assets for in-house testing and outsource documentation
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Acted as pod leader - oversaw 3 level artists and supervised them to push art quality and exceed expectations of art direction
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Built assets and level art using the Unreal 3 engine
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Created documentation of workflow pipelines for other artists
Level Artist, Eidos Montreal - Square Enix Sep 2012 – Aug 2015
Montreal, QC
Deux Ex Mankind Divided (PS4, XBOX ONE, PC)
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Responsible for building full maps using a PBR engine
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Developed organic and inorganic structures and environments
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Took ownership of the map and collaborated with level designers to problem-solve, troubleshoot and brainstorm new ideas
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Created new techniques to stay current and increase productivity
CG Generalist, Goldtooth Creative Apr 2012 – Sep 2012
Vancouver, BC
Forza Horizon and Batman Arkham Origins
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Created high resolution 3D assets (cinematics)
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Responsible for creating materials and textures for surfacing needs
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Rendered and lit assets using sIBL and Mental Ray
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Conducted experiments in Nuke for doing test composites
Environment Artist, Slant Six Games Sep 2008 – Apr 2012
Vancouver, BC
Resident Evil Operation Raccoon City (PS3, X360, PC)
Socom Fire Team Bravo 3 (PSP)
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Developed benchmark assets for both in house and external use
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Responsible for the vehicle creation workflow for RE:ORC
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Created modular buildings and sewer tile-sets
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Researched new software and techniques to stay current and increase productivity
Vehicle Artist, Radical Entertainment Sep 2007 – Sep 2008
Vancouver, BC
Unannounced next gen title (PS3, X360, PC)
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Produced high resolution vehicles and weapon models for high-low normal map bakes on lower resolution meshes
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Supported the modular vehicle creation workflow
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Worked with Technical Director to rig and animate real-time damage for vehicles using blend shapes
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Provided art support for the environment team
Junior Artist, Electronic Arts Canada Apr 2007 – Sep 2007
Vancouver, BC
EA Playground (Nintendo Wii)
Need For Speed ProStreet (PSP)
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Collaborated closely with concept artists on texturing techniques
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Painted concept characters for unannounced NDS title
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Assisted with content creation to a wide range of SKUs
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Worked on EA Playground with the environment team
Teaching Experience
Part-Time Instructor, BCIT Digital Arts Program Sep 2007 – Sep 2012
Vancouver, BC
Maya, Photoshop and Portfolio courses (British Columbia Institute of Technology)
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Created course syllabus
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Provided live demos of common and advanced techniques using a variety of software
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Reviewed and provided feedback for student assignments
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Offered ideas and constructive feedback to help shape student final demo reels
Education
British Columbia Institute of Technology (BCIT) Apr 2006 – Apr 2007
Digital Animation, Management Certificate
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Fundamentals of 3D content creation
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Nominated for the 2007 Governor’s Award for Excellence
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Schoolwork featured in 2018 admissions brochure and multi-channel advertising of Xplora Design Skool (India)
Van Arts (Vancouver Institute of Media Arts) Sep 2005-- Sep 2006
Certificate
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Introduction to Maya and 3D art creation
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Comic Book Production
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Still life and life drawing
Skills & Software
3D Studio Max & Maya, Marvelous Designer, ModBox, KeyShot, Adobe Photoshop
3D modeling, world building, level art, texture creation, lighting, concept designs, game pipeline creation and development, optimization, branding, graphic design