Multi-Dimentional Visual Designer
BACK / LOW-POLY CHARACTER MODELING
Freeverse Games (NGMOCO/:DENA)
2010 - Models, Textures, Rigs, Animation.
CASE STUDY: LEAD 3D CHARACTER ARTIST
Company: Freeverse Inc.
Project: iOS Games
Date: 10/2008 - 08/2011
WE RULE FISH - CHARACTERS
I was the Lead 3D Character Artist at Freeverse for almost 3 years. Lead by defualt because I was the only 3D Character Artist at the time. One of my favorite titles was an aquarium game where you bread and upgraded your tank of fish. Under art direction and with some concept help, I created several hundred fish and sea creatures, for this mobile/social game app.
WE RULE BOWLING - CHARACTERS
Characters from a bowling app. I worked on several sports titles for Freeverse, bowling, baseball, and an NBA game..making sets of characters that shared sets of animation loops.
NBA BASKETBALL - CHARACTERS
For the NBA, we created a lot of their star players. The models had to be very light weight, and the animation needed to be shared between all of them. One challeng was to create a single rig that could work for all different height characters, but we got it done with Maya's TRAX editor.
CASE STUDY: SR. VISUAL DESIGNER ( CHARACTER CONCEPTS )
Company: Amplify Games
Date: 11/2011 - 08/2015
ARC / STEM GAME - 3D ROBOTS ( AND LEVELS )
Arc was a STEM/SCI-FI tablet game, eventually farmed out to a studio in London called Pre-Loaded. Durring its development we gave it several passes in the concept/prototype stage.. In that roll I created many robots, and built Unity leves to flesh out various ideas of the creative director.
CASE STUDY: 3D PRODUCTION ART - NICKELODEON
Company: Animation Collective
Project: Kappa Mikey (52 Episodes)
Date: 05/2005 - 08/2007
KAPPA MIKEY - 3D CHARACTERS
Tasked at times, with creating characters for the show. They were rendered in toon shading with Mental ray. I did these models, and rigs. They did not necessarely need to be low polygon, but it was 2005, and they needed to be efficient.
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