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Lead Modeler, Motion Explosion, XBox 360 + Kinect, Majesco, 2011 |
Responsible for environment models, scene layouts, lighting strategy, animation conversion and Avatar based engine plug-in definition. |
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Lead Modeler, The Undergarden, XBox 360, PS3, PC, 2011 |
Responsible for managing the environment production process including a 2D to 3D conversion pipeline (mel scripts), environmental mesh shading and texturing. |
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Technical Artist, Monopoly Streets, Multi-Platform, EA, 2010 |
Converted animation from common skeleton to Avatar and Mii. Wrote custom scripts to accelerate process. |
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Technical Artist, Nerf N’Strike, Wii, EA, 2009 |
Scripted object placement tool for populating environments quickly. Create dynamic body simulations for dramatic sequence. |
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Technical Artist, Littlest Pet Shop Friends, Wii, EA, 2009 |
Prepared files for coders, roughed in layouts from concept art, prepared Maya files for offshore sub-contractors. Worked with EA proprietary tools, Perforce and game engine. |
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Modeler, Raze’s Hell, XBox, Majesco, 2005 |
Created assets. Responsible for the PS2 port, created Maxscripts to convert shader regions to polygon strips with appropriate UV and shader assignment. |
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Modeler, Tonka Search and Rescue 2, Infogrames, 2000 |
Created 3D assets of various Tonka vehicles and rendered with toon shader. |
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Modeler, Wheel of Fortune 2, PC, Hasbro- Infogrames, 2000 |
Created assets for themes, processed video of Vanna White for game integration (After Effect) |