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RESUME

Creative leader with 25+ years of experience driving innovation across games, interactive media, and marketing. Known for blending visionary direction with sharp business instincts to deliver impactful results in fast-paced environments.

Resume: CV

                                    

SENIOR CREATIVE DIRECTOR
March 2023  - March 2025

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Los Angeles, CA

AAA Games for Sphere in Las Vegas
"Wizard of Oz" experience

  • Directed the art, design, and creative vision for large-scale interactive games,
    aligning technology initiatives with strategic goals and financial objectives.

  • Collaborated with senior leadership to establish gameplay strategies and ensure visual and technical excellence.

  • Led diverse teams of artists, designers, and programmers to craft narratives, intuitive gameplay, and cohesive product for 16k, 60 FPS experiences.

  • Built and guided an internal art and design team to effectively communicate story elements and elevate gameplay quality.

  • Balanced deadlines, resources, and style requirements to maintain consistency across all facets of game design and creativity.

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SENIOR ART DIRECTOR
November 2021 - March 2023

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Los Angeles, CA

AAA Games for The Sphere

•    Envisioned, developed, and directed the tone and style of a wide range of games
      for massive venue interactive games, ensuring the prioritization of technology
      initiatives in alignment with strategic enterprise objectives and financial drivers.

•    Partnered with senior leadership, establishing strategic objectives and meeting visual/technical standards of 16k, 60 FPS                      gameplay.

•    Crafted and customized the product experience in collaboration with directing a diverse team of artists, programmers, and                  designers, ensuring an authentic representation of multiple narratives and gameplay.

•    Led the growth and direction of an internal art team, crucial for effectively communicating story elements and crafting intuitive            gameplay.

•    Strategically balanced communications with impacts of deadlines and resources, aligned with style and quality requirements,              while maintaining consistency across all aspects of game design and creativity.

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ART DIRECTOR
January 2021 - 2021

SAN FRANCISCO, CA

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"Larcenauts"

•    AAA VR Shooters
•    Maintained awareness of demographic and market trends
•    
Envisioned, developed, and directed the tone and style of a wide range of games for massive venue interactive games, ensuring        the prioritization of technology initiatives in alignment with strategic enterprise objectives and financial drivers.

•    Collaborated with senior leadership to establish strategic objectives and gameplay standards, ensuring alignment with visual              and technical benchmarks.

•    Orchestrated the crafting and customization of the product experience through adept collaboration with a diverse team of                  artists, programmers, and designers.

•    Ensured an authentic representation of multiple narratives and gameplay elements.

•    Spearheaded the growth and direction of an internal art and design team, playing a pivotal role in effectively communicating              story elements and crafting intuitive gameplay.

•    Strategically managed communications, navigating the impact of deadlines and resource allocation. Maintained alignment with          style and quality requirements, ensuring consistency across all facets of game design and creativity.

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STUDIO ART DIRECTOR
January 2020 - January 2021

SANTA MONICA, CA

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"Firewall Zero Hour" & "SOLARIS"

•    AAA VR Shooters
•    Maintained awareness of demographic and market trends
•    Created compelling storytelling, new IP ’s and creative direction
•    Balanced impacts of deadlines and resources with style and quality requirements
•    Provided feedback that helps to maintain consistency across all art disciplines
•    Worked cooperatively on an agile team of artists , programmers and designers
•    Created outsource partners and work with them to create content

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CREATIVE DIRECTOR
March 2017 - January 2020

BEVERLY HILLS, CA

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"Unannounced"

•    AR/VR Interactive Narratives and Games

•    Developed tone, style, and visuals for VR and AR games and apps
•    Maintained awareness of demographic and market trends
•    Created compelling storytelling, new IP ’s and creative direction
•    Balanced impacts of deadlines and resources with style and quality requirements
•    Provided feedback that helps to maintain consistency across all art disciplines
•    Worked cooperatively on an agile team of artists , programmers and designers
•    Created outsource partners and work with them to create content

•    Hired and managed internal art team

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STUDIO ART DIRECTOR
July 2016 - March 2017

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LOS ANGELES, CA (Studio Closure)

"Iron Order" & "Hyperstrike GO!"

•    Art/Design/Creative Direction for Active VR Shooter and Mobile card combat game

•    Developed tone, style, and visuals for VR combat game
•    Maintained awareness of demographic and market trends
•    Created compelling storytelling, new IP ’s and creative direction
•    Balanced impacts of deadlines and resources with style and quality requirements
•    Provided feedback that helps to maintain consistency across all art disciplines
•    Worked cooperatively on an agile team of artists , programmers and designers
•    Created outsource partners and work with them to create content

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CONTRACT ART DIRECTOR
February 2016 - June 2016

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LOS ANGELES, CA

"Raw Data"

•    Active VR combat

•    Developed tone, style, and visuals for VR combat game
•    Maintained awareness of demographic and market trends
•    Created compelling storytelling, new IP ’s and creative direction
•    Balanced impacts of deadlines and resources with style and quality requirements
•    Provided feedback that helps to maintain consistency acros s all art disciplines
•    Worked cooperatively on an agile team of artists , programmers and designers
•    Communicated with executive level on a broad range of topics : business, technical and creative

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STUDIO ART/CREATIVE DIRECTOR
February 2014 - February 2016

LOS ANGELES, CA (Team Layoff)

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"Fantastic Plastic Squad"

•    3rd person F2Play mobile shooter published by WG CELLS

•    Worked with KABAM for 5 months on F2P strategy, marketing and best practices
•    Developed final game with WG CELLS for monetization and user flow
•    Developed tone, style, and visuals for AAA mobile gaming
•    Created compelling story, and creative direction
•    Balanced impacts of deadlines and resources with style and quality requirements
•    Provided feedback to maintain consistency across all art disciplines
•    Worked cooperatively on an agile team of artists, programmers and designers
•    Managed on-site and off-site art teams

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PUBLISHING ART DIRECTOR
September 2013 - January 2014

NOVATO, CA

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"Evolve" & "Civ Rev 2" for iOS

•    Presented strategic media plans to clients and key stakeholders
•    Identified opportunities to make better games while actively listening to clients
•    Provided in-depth and thorough strategic thinking, media knowledge
•    Maintained strong working relationships with both internal and external clients
•    Communicated and educated teams on new pipelines/techniques, and best practices
•    Analyzed campaign results, optimized efforts, and recommended future adjustments
•    Provided active and on-going communication regarding the art group and projects
•    Coordinated with internal technology groups as it related to pipeline and process
•    Other duties as defined by the VP of Creative

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STUDIO CREATIVE DIRECTOR OF ART
April 2012 - September 2013

SAN DIEGO, CA (Studio Closure)

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"Defiance"

•    Collaboration with SyFy network on first transmedia project across MMO & TV Series

•    Developed storytelling, design and continuity with TV show

•    Worked with the discipline leads to provide a consistent and high bar for art
•    Provided feedback to the leads that helps to maintain consistency across all art disciplines
•    Communicated critiques that are solutions-oriented in order to help guide leaders to better decisions
•    Created and maintained standards, processes, and procedures across art disciplines
•    Collaborated with marketing to ensure consistent AAA game representation in all materials
•    Managed, Mentored and Directed on-site and off-site art teams
•    Unified the vision between the TV show and the MMO game

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STUDIO ART DIRECTOR
August 2011 - April 2012

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REDMOND, WA (Studio Closure)

"Unit 13" & "Unannounced IP"

•    Set expectation with peers, art staff and senior management
•    Balanced deadlines and resources with style and quality requirements
•    Solved complex problems efficiently
•    Provided feedback to the leads that helps to maintain consistency across all art disciplines
•    Worked cooperatively on a team spanning artists, programmers and designers
•    Communicated effectively with executive level staff on a range of topics: technical, business, and creative
•    Managed on-site and off-site art teams

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ART DIRECTOR, ASSOC; LIGHTING DIRECTOR
December 2008 - August 2011

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LOS ANGELES, CA

“Call of Duty: Black Ops”; “Black Ops2”; “Zombies DLC”; “Modern Warfare 3” 

•    Developed creative strategies for brand and campaigns; resultant combined sales of
      over $1 Billion

•    Created and executed high level art and creative direction

•    Managed the creation and maintenance of supportive art materials; including concept
      art for the teams and ensure execution
•    Contributed and facilitated in expanding core ideas, concepts and style guides
•    Contributed feedback and reviews on a regular basis
•    Collaborated with and maintained quality communication with departments
•    Managed on-site and off-site art teams

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CO-FOUNDER; CREATIVE DIRECTOR
February 2008 - December 2008

LOS ANGELES, CA 
(Startup-Studio Closure)

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"Footy Academy"

•    Design, Art Direction, and Narrative for online social gaming network
•    Designed 18 characters
•    Oversaw the manufacturing of prototype figurines
•    Schedule, team, and budget management

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CO-FOUNDER; CHIEF CREATIVE OFFICER
August 2007 - February 2008

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LOS ANGELES, CA 
(Startup-Studio Closure)

"Academy 13"

•    Tween MMO Social Gaming site; Toys to Life

•    Design, Art Direction, and Narrative for online social gaming network
•    Schedule, team, and budget management

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CG DIRECTOR; PRODUCER
April 2003 - August 2007

"Medal of Honor: Airborne; MOH Pacific Assault; MOH: Rising Sun"

LOS ANGELES, CA

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•    First Console game to use Unreal Engine; Industry Leading FPS

•    Visual director for next generation platform with the responsibility of increasing player
       immersion via the latest video hardware and 3D Acceleration
•    Lighting Direction, VFX, Post FX, weapons, vehicles, characters, Front End Sourcing,
      First Person Animations
•    Implementation of improvements to the production pipeline for the Studio and
      EA Global
•    Modeling/Texturing/Animation/Setup for props, weapons, environments and characters.
•    First Person experience Direction (weapons, VFX, animations, camera, First Person Model)

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MODELER; DESIGNER
October 2002 - April 2003

ALAMEDA, CA (Contract)

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"Matrix: Reloaded; Matrix: Revolutions"

•    $1.5 Billion in Worldwide gross

•    Lead hovercraft and weapon platform artist
•    Modeling/Design
•    Collaborated with key department Leads

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SENIOR MODELER; DESIGNER
January 2002 - October 2002

SAN RAFAEL, CA

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"RTX: Redrock"

•    New Lucasarts premier IP

•    Modeled and textured props, environments and characters
•    Created cinematic and game assets
•    Collaborated on UI

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SENIOR ARTIST
May 2000 - December 2001

AUSTIN, TX

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"Metroid Prime"

•    #1 Selling GameCube Game

•    Modeled and textured props, environments and characters
•    Contributed to Story and Level Design
•    Collaborated on UI/HUD designs

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LEAD CG ARTIST
February 1997 - May 2000

HONOLULU, HI

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"Final Fantasy: The Spirits Within"

•    First photo-real animated feature marketed for adults

•    Modeled and textured props, environments, weapons and anomalies
•    Contributed to Story and dialogue
•    Art Directed and created holograms and motion graphics

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ART/TECHNICAL DIRECTOR
November 1995 - January 1997

LATROBE, PA

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"Jetfighter: Full Burn; Black Dahlia; Battlecruiser 3K; Ripper"

•    Point and click adventure and open world combat games

•    Art Directed a team of 4
•    Designed multiple levels for various games
•    Created assets for in-game as well as cinematics

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Have questions? Contact me for more info about my experience.

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