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.
SPHERE ENTERTAINMENT - Los Angeles, CA
SENIOR CREATIVE DIRECTOR
March 2023 - PRESENT
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, gameplay and meeting visual/technical standards.
• 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 and design 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.
MADISON SQUARE GARDEN - Los Angeles, CA
SENIOR ART DIRECTOR
November 2021 - March 2023
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.
IMPULSE GEAR- SAN FRANCISCO, CA
ART DIRECTOR
January 2021 - 2021
"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.
FIRST CONTACT ENTERTAINMENT- SANTA MONICA, CA
STUDIO ART DIRECTOR
January 2020 - January 2021
"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