Microsoft

In 2012, I moved to Seattle to join the world class team at Microsoft. What we’re doing is amazing.

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SOE Austin

I joined the talented team at SOE Austin in July of 2011. This is hands-down one of the best and brightest teams I have worked with. I’m honored to be a key part of driving DCUO forward to new heights!

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Project Amazons

In 2011, I moved to Austin to continue my role at Ignition as the Technical Art Director for a new and unannounced FPS IP. I also served as the Lead Artist, Technical Director and Outsource Manager for the first 3 months until additional staff were hired. Our goal during preproduction was to establish Ignition’s new console studio in Austin, implement the development pipeline, and prototype as much of the new game design as possible. I modified the pipeline tools I created for Reich and implemented a new shader library, updated 3DSMAX tools for environment destruction, and created a...

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Reich

In 2009, I joined Ignition Entertainment as Technical Art Director on Reich. I helped drive the implementation of new technology that had scarcely been achieved on consoles at the time, including fully dynamic destructible environments with deferred rendering in Unreal Engine 3. My job was to establish and manage the entire art pipeline including art tools, optimization, materials, VFX, and destruction. My team and I were also responsible for a fair amount of rapid gameplay prototyping revolving around destruction, dynamic lighting, and VFX.

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Exigent

In 2006, I co-founded Exigent, a game art outsourcing studio. I assumed the role of VP Production and moved to New Delhi, India with a small team of seasoned artists to start our India studio. My responsibilities included training and hiring local artists, running day-to-day production for clients around the globe, and maintaining our world-wide network infrastructure, computer hardware and software. In 2007 we expanded into Shanghai, China. Exigent has worked with prominent development studios for many platforms and game types, including: AMD Atari Bigworld Double Helix Ignition...

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Boanerges Studios

In 2005, I co-founded Boanerges Studios with Chris Whaley and Garland Wong in San Diego, CA to work on a first person shooter code-named Armageddon for XBOX360 and PC. My team continued to develop Reality Engine after the Epic buyout, integrating cutting edge physics, effects, and gameplay into our game design. I wrote the Game Design Document and directed much of the art and coding effort that went into the title. Armageddon was in development for a year and was strongly considered by EA, Vivendi, and SOE before it was finally picked up by Atari. Unfortunately, the game was cancelled a few months later when the publisher's financial situation bottomed out.

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