
Resume

A multidisciplinary game developer with a passion for technical art, my love is working with computer graphics both at work and home. I’ve worked to become a fully integrated solution to difficult game development challenges for my team, with work often involving start to end implementation of key game features. From asset conceptualization through to final product, I often work on tools, application code, engine programming, team mentoring, and pipeline development.
Education
B.Sc Physics (Mathematics), Laurentian University, Sudbury, ON, CAN
Key Skills: Driving overall game look, graphics and shader programming, lighting, VFX, tools development, modeling and level design, materials and texturing.
Programming Languages: C++, C#, Python, MEL, Javascript, HLSL/Cg
Primary Tools: Maya, Visual Studio, Photoshop, 3d Coat, Unity 3D,
3DS Max, Unreal Engine, Pix (Win/Xbox), GPAD, NSight/Intel GPA
2015 - Current Mug Life, Austin, TX
Chief Creative Officer: Mug Life, Unannounced Project
2007 - 2015 Edge of Reality, Austin, TX
Principal Technical Artist: Loadout, Dragon Age: Origins, Sims 3, Sims 3: Pets, Mass Effect Collection, The Incredible Hulk, Transformers: Rise of the Dark Spark
2003 - 2007 Edge of Reality, Austin, TX
Lead Designer: Sharktale
Creative Director: Over the Hedge, Cipher Complex
1995 - 2003 Iguana Entertainment (Acclaim Studios Austin), Austin, TX
Lead Technical/VFX Artist: Turok 1, Turok 2
Assistant Director of Graphics Technologies (Advanced Technologies Group (art))
Lead Designer: Vexx
1991 -1995 The Canned Reality Company, Sudbury, ON, CAN
Director of Production
Built and administered an Alias Poweranimator studio from the ground up.
Produced television commercials and simulations. Alias beta tester since Poweranimator 3 and up.