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PROFESSIONAL HISTORY

Dynamic and agile leader with a passion for interactive media, marketing and content development. Strong organizational, project management and presentation skills. Remarkable business acumen, highly adaptable and results driven with over 25 years’ experience.

Resume: CV

FIRST CONTACT ENTERTAINMENT- SANTA MONICA, CA

STUDIO ART DIRECTOR
January 2020 - PRESENT

"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

OSTENDO TECHNOLOGIES - BEVERLY HILLS, CA

CREATIVE DIRECTOR
March 2017 - January 2020

"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

BOXI INTERACTIVE- LOS ANGELES, CA (Studio Closure)

VR STUDIO ART DIRECTOR
July 2016 - March 2017

"Iron Order" & "Hyperstrike GO!"

•    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

SURVIOS- LOS ANGELES, CA

CONTRACT ART DIRECTOR
February 2016 - June 2016

"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

POUND SAND- LOS ANGELES, CA (Team Layoff)

STUDIO ART/CREATIVE DIRECTOR
February 2014 - February 2016

"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

2K GAMES- NOVATO, CA

PUBLISHING ART DIRECTOR
September 2013 - January 2014

"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 state of 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

TRION WORLDS- SAN DIEGO, CA (Studio Closure)

STUDIO CREATIVE DIRECTOR OF ART
April 2012 - September 2013

"Defiance"

•    Collaboration with the SyFy network on first transmedia project across MMO and 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

SONY/ZIPPER INTERACTIVE- REDMOND, WA (Studio Closure)

STUDIO ART DIRECTOR
August 2011 - April 2012

"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

ACTIVISION/TREYARCH- LOS ANGELES, CA

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

“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

FOOTY, LLC- LOS ANGELES, CA (Startup-Studio Closure)

CO-FOUNDER; CREATIVE DIRECTOR
February 2008 - December 2008

"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

COREY ROAD- LOS ANGELES, CA (Startup-Studio Closure)

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

"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

ELECTRONIC ARTS- LOS ANGELES, CA

CG DIRECTOR; PRODUCER
April 2003 - August 2007

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

•    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)

ESC ENTERTAINMENT- ALAMEDA, CA (Contract)

MODELER; DESIGNER
October 2002 - April 2003

"Matrix: Reloaded; Matrix: Revolutions"

•    $1.5 Billion in Worldwide gross

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

LUCASARTS- SAN RAFAEL, CA

SENIOR MODELER; DESIGNER
January 2002 - October 2002

"RTX: Redrock"

•    New Lucasarts premier IP

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

RETRO STUDIOS- AUSTIN, TX

SENIOR ARTIST
May 2000 - December 2001

"Metroid Prime"

•    #1 Selling GameCube Game

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

SQUARE USA- HONOLULU, HI

LEAD CG ARTIST
February 1997 - May 2000

"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

TAKE 2 INTERACTIVE- LATROBE, PA

ART/TECHNICAL DIRECTOR
November 1995 - January 1997

"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

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

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