Freeverse Games (NGMOCO/:DENA)
iOS Games
2010 - Models, Textures, Rigs, Animation.
CASE STUDY: LEAD 3D CHARACTER ARTIST
DAILY ROLE: I was the Lead 3D Character Artist at Freeverse for almost 3 years, and worked with concept artists and art directors to create 3D character models, rigs, and animations. Rig large sets of characters with similar motions but different bodies. Animate large sets of characters, creating loops. Export animation loops for game integration.
Client: NGMOCO
Title: We Rule Fish
Project: iOS Games
Date: 10/2008 - 08/2011
CASE STUDY: SR. VISUAL DESIGNER ( CHARACTER CONCEPTS )
DAILY ROLE: Work with creative directors to create concept artwork and prototype tablet based demos in Unity. Create 3D models for AR experiences. Work with Art Directors and other designers to conceptualize and create art work for table and web based learning games. 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.
Project: ARC
Date: 2011 - 2015
CASE STUDY: 3D PRODUCTION ART - NICKELODEON
DAILY ROLE: At Animation Collective, in NY. I worked with a small team of 3 to 4 3D Artists, making sets, props, particle systems, characters and rigs.. We also worked closely with the layout department when setting up camera angles for set renders, and sometimes worked on pitch material, for new series..
Client: Nickelodeon
Project: Kappa Mikey (52 Episodes)
Date: 05/2005 - 08/2007
CASE STUDY: OTHER WORK
DAILY ROLE: As a freelance artist, and working in studios, I have encountered many assignments.
Shopkick
MIT Media Lab - Synthetic Characters Group
Animation Collective/Nickelodeon - Concept
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