I'm a 3D digital artist who worked at Bungie for 11 years on the environment art and palette teams. My most recent role was as Palette Team Lead, overseeing creation of all assets for Destiny 2: The Final Shape. I have been working on games and movies since 2003, including years as Art Director of SpeedTree.
As a Principal Modeler at Cloud Chamber, I am working on the next chapter of the Bioshock franchise focusing on organic and vegetation modeling in Unreal Engine 5.
As Palette Team lead during The Final Shape development, I was responsible for overseeing the creation of all environment and design assets. This included management of asset tracking and feedback. For many assets I was the shader architect myself, as well as led the effort to interpret art direction and concept for a team of 7 artists. I also was the people manager of 5 artists as well as art manager of 2 co-dev artists, and assisted in the hiring process for the team.
My role as a Staff Artist at Bungie included setting the natural palette art bar and best practices for the studio at-large, based on my years of uniquely qualified experience. Notable contributions include all natural assets for the Throneworld expansion, including Lucent Hive and swamp biome assets. By working closely with design, VFX, and engineering, I regularly drove new tech efforts such as deformable surfaces and multi-stage destructibles.
For Destiny 2 and beyond, I worked as a natural palette and world artist. For Destiny 2 I worked on extensive natural palettes for EDZ, Nessus, TItan, and Leviathan, including driving the rework of the Hive environmental palette. As a world artist I worked on both the architecting and finishing teams for EDZ, Nessus, Io and TItan. I also worked on the technical tools for decorator and vegetation studio workflows over the development of the title.
Currently working on world domination beyond Destiny 2.
On Destiny 1 I helped develop natural palettes for the four game worlds and the Tower. My responsibilities included modeling and texturing of most organic objects, ambient shader animation and technical setup, and art finishing for decorators/terrain, as well as decorator/foliage pipeline design and implementation.
At Digital Domain I worked on the environment team where I modeled a variety of assets including props, terrains, vegetation, and ambient life for the animated feature “The Legend of Tembo” (Cancelled). I also helped develop the pipeline for vegetation rendering at Digital Domain's Tradition Studios in Florida.
As Art Director at IDV, I was responsible for the SpeedTree product line brand ID, asset library, and 3D demos. I also worked directly on the SpeedTree software itself and authored 3rd party plug-ins for 3ds Max, Maya, and Houdini.
I regularly worked directly with clients by creating custom art assets for games and films including Avatar, Pirates of the Caribbean, Elder Scrolls: Oblivion, and Gears of War.
For two years at IDV I worked as the lead artist for SpeedTree. My main tasks were developing textures and 3D models as part of the SpeedTree Model LIbrary. I was also responsible for all art in interactive SpeedTree demo scenes.