1985 - Present (38 years)
I have been creating artwork privately and for commission since the 80's. My medium of choice became digital in the mid 90's when I acquired my 1st computer. I continue to work independently (although I work primarily as a Creative Director). My concept art has centered around the computer gaming community (specializing in creature design), but I also accept private commissions for digital or traditional art (illustration, painting, portraiture, sculpture, etc...). My software of choice is PhotoShop...but my grey-matter still prefers graphite and pen.
Dig It All Arts, Inc.
Mar 2010 - Mar 2011 (1 year)
Dig It All Arts (DIAA) is a Progressive Arts Learning Center. Our emphasis is placed on digital arts so we have the unique advantage of exposing our students to cutting edge technologies and popular aesthetics; however we temper this approach with long-established art practices and education. Our unique approach to instruction is formed around a “Triad” (3 primary divisions) of educational activity: Digital Art, Digital Photography, and Traditional Art. All three divisions of the Art Triad will emphasize fundamental principles of art such as: composition, color theory, tone, and contrast. These classes might also include potential cross-over themes of study such as: composition, concept creation, story innovations, character development, mathematical principles, and scientific considerations.
DIAA will also explore non-conformist themes not ordinarily found in traditional arts programs, such as: comic books, cartooning, storyboarding, animation art, graffiti art, printmaking, poster design, surrealist collage, found-object-assemblage, deconstructionist books, and film-making.
Multimedia Design Engineer Manager
LM Virtual World Labs
Jul 2007 - May 2010 (2 years 10 months)
L M Virtual World Labs build progressive learning solutions using realistic, interactive 3D graphics utilizing game technology...our Cary group serves as a sort of hub within the LM virtual worlds/simulations network. We are bridging the many diverse divisions to form a cohesive corporate coalition.
My duties are:
-Responsible for the Art Division…lead and support multiple artists, and/or teams of artists
-Establish and maintain visual direction and production standards regarding the aesthetic and technical aspects of art content
-Balance a project’s creative and visual requirements with schedule, staffing and technical considerations
-Facilitate communication between art and all departments to execute project’s vision
-Refine and manage the art production pipeline
-Conduct critiques and offer aesthetic and procedural direction to art team
-Help create and maintain art schedules and milestones with Production
-Responsible for hiring any additional necessary art staff
Republic of Fun
Jul 2007 - Feb 2008 (7 months)
Republic of Fun offers a refreshing approach to interactive games...immersive and intriguing, whimsical and strategic, challenging yet attainable. Originally an offshoot of 3Dsolve, it became it's own standalone company once Lockheed Martin bought the mother company.
I have been fortunate enough to work on two titles with this start-up company. "Merv Griffin’s Crosswords"...published by Oberon and "Scrabble Journey" published by Real Arcade and Hasbro.
I am particularly proud of the efforts with this last title...it is truly a delightful "casual" game. The look and the feel of the game is very much a collaborative effort, but I oversaw the aesthetics and a lionshare of the concept art.
I was very fortunate to have worked with such a crew...Rett Crocker and Ty Christopher...and of course the BRILLIANT art Team...Chris Seher, Steven Brady, Robert Simpson, Mark Lemmons, and Brad Acree. We churned out a lot of hours to produce a very pretty game...and it really is fun to play.
School of Communication Arts
Jun 2001 - Jun 2007 (6 years)
Classes taught (content):
---Character Development- creating visualizations for refined digital or traditional illustration
---Story Development- composing story elements into a compelling visual design utilizing storyboards and animatics
---Creative Development- creating “portfolio-ready” artwork from conception to reception (the processes of conceptual problem solving and how it fits within the pre-production stage of the animation pipeline )
---Visual Construction- developing fundamental (traditional) visual design & rendering techniques
---Color Construction- interpreting the basics of color design through digital manipulation (using PhotoShop)
---Human & Animal Form- taught students the structure and function of human anatomy…cross-referenced with both bipedal and quadruped animals, and culminating in the design of a hybrid-creature creation.
---Personal Marketing- developing & utilizing a plan for personalized promotional material
Jan 2003 - Dec 2005 (2 years 11 months)
A small animation production company that specialized in concept/character development for commercial animation production
---- Conceived a television series that was selected as one of the finalists in the Fox Television Network's Pitch-O-Rama in 2004
--- Worked in conjunction with Kachunk Recording Studios to create an intro animation for the onstage concert video of the Phunk Junkeez
--- Developed 2 Public Service Announcements for local TV release
Timeline Computer Entertainment
Mar 1998 - Mar 2001 (3 years)
For PCgame "Timeline" & 2 unpublished titles
---Directed a team of artists to produce character models and textures (developed character concept art from the game designer’s descriptions
---Created concept sketches for creatures, plants, and structures (initial visualizations were developed by legendary concept artist Ron Cobb)
---Created models and textures based on these concepts
---Laid out all interfaces
---Designed and created interstitial animations and load screens
---Painted digital and traditional landscape illustrations (inspirational paintings & mood boards)
---Produced visemes for facial animations (2d mouth movements)
Interactive Simulations, Inc.,
Sep 1997 - Mar 1998 (6 months)
For the PC strategy game “101st Airborne in Normandy”:
Created 2D/3D cut screens, made photo-realistic portraits from personality profiles provided by the game designer, supervised 2D art team, conceived and organized demo for an unpublished project design
Random Games, Inc.
Mar 1997 - Sep 1997 (6 months)
For the PC strategy game “Soldiers at War”:
---Developed 60 portraits of game characters
---Created stills for 2D (cut-scene) facial animation
---Designed concepts and did layouts for interface art