top of page

Resume

email.jpg

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.

bottom of page