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Staff Technical Artist V and Animator
IGT - Viva Studio
Las Vegas, NV
Jan 2025 - Present (1 year 6 months)
• Unite with initiating team to help launch the new IGT Viva studio consisting of members from different companies.
• Onboard team members in Unity, IGT Platform processes, version control software, and Confluence.
• Contribute technical art and animation on games including King Khufu and Cash Link Cleopatra.
• Storyboard game design choreography.
• VIVA STUDIO FIRSTS:
o Create first AI Prompt tool that could be loaded per project from a scoped registry.
o Debut Viva Unity Shader Graph Library of custom Shaders that can be downloaded per game and document library in Confluence.
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Staff Technical Artist V and Animator
IGT – Core Studio
Las Vegas, NV
Dec 2020 - Jan 2025 (4 years 1 month)
• Design technical art and animations for games such as Wolf Run Northern Lights and White Orchid, including Unity development, attract and marketing videos, peripheral lights, art, compositing, Spine 2D animation, and sprite sheets.
• Rig and Animate 3D low poly characters and props and implement into Unity for games as in Stinkin’ Rich Tail Wins.
• Collaborate with third parties on games including Up2Blue on Triple Fortune Dragon Rising.
• Mentor artists and technical artists in best practices and problem solving.
• Recreate pre-rendered art as Unity real-time assets to increase performance and creativity.
• Excel at the sporadic nature of Specialty games that represent a large scope of jurisdictions and type, including: Class 2, Central Determination Systems, New York Lottery, Ontario, and Electronic Table Games.
• CORE STUDIO FIRSTS:
o Produce technical art and animation for studio’s first “Super-Star A+” test bank graded games, Wolf Run Northern Lights and Coyote Moon Desert Nights.
o Spearhead Spine Animation use in games for multiple studios through leading roundtable discussions and producing videos for multiple disciplines in benefits, best practices, platform integration, and tutorials.
o Debut the first Spine animation in the game Triple Fortune Dragon Rising.
o Document the entirety of the Technical Art procedures on projects started from the Studio’s Ascent template game.
o Institute and document the process for using a scoped registry for projects created on an older platform.
o Implement Unity Shader Graph and VFX Graph in the game Legacy Link White Orchid.
o Launch first released game on new GGA platform as the Technical Artist for Legacy Link White Orchid.
o Create hands-on Technical Artist Skills Evaluation for Belgrade studio.
o Define optimization Technical Artist check list to decrease performance issues on all games.
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Lead Technical Artist
IGT - Lighthouse Studio
Las Vegas, NV
May 2014 - Dec 2020 (6 years 7 months)
• Supervise technical artists with regard to critiques and best practices in Unity art and FX creation, localization, documentation, company standards, troubleshooting, and marketing and merchandise assets.
• Collaborate with management to shape the direction of timelines, Agile methodology, file management, and prototypes.
• Instruct third parties in video slot pipeline and art content best practices including optimization, UV mapping, mesh export and import, PBR textures, tiled textures, Photoshop puppet mesh, Spine animation, and Unity implementation and development.
• Critique third party art concepts, in particular for Cleopatra Pinball and Fuzzy's Fortune.
• Design Technical Art on such games as Big 5 Safari, Lobstermania 3, Legend of Chang'e, and Wolf Run Gold.
• Write documents on such topics as Using Movie Helpers in Unity, Creating 2d Rigs for Use in Unity, and Testing 3d Rigs for use in Unity.
• Create art for missing assets in games including Cleopatra Axxis Port and Dancing Phoenix Soaring Dragon.
• Responsible for the production of re-skinned slot games with limited engineer involvement for such games Ivy Heist.
• Create studio's first repository for art, shaders, and scripts.
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Creative Director
Page Productions
Las Vegas, NV
Jan 2007 - Jul 2019 (12 years 6 months)
• Produce, design and create art and animations for museums throughout North America. This content has been a part of traveling or permanent exhibits installed at such establishments as the Science Museum of Western Virginia, Las Vegas Natural History Museum, Discovery Centre of Halifax, Chicago Museum of Science and Industry, and the Lawrence Hall of Science at Berkeley.
• Collaborate with other contractors and subcontractors on hardware and engineering limitations to produce video interactive and real-time exhibits.
• Design models and create renders of exhibits and kiosks.
• Define and help negotiate contracts between Page Productions, subcontractors, exhibit companies, and museums.
• Conceptualize and design based on the scope and financial and hardware limitations invoked by the customer.
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3D Artist – Lead Technical Artist
IGT - 3P Studio
Las Vegas, NV
Jan 2010 - May 2014 (4 years 4 months)
• Create 3D art, animation, and FX for IGT studio games such as Mallard Bay Scavenger Hunt, Party Time 2, and Hot Pursuit.
• Critique potential third party art and make recommendations to management.
• Lead the technical artists in best practices for creating AVP models in Lightwave, image and animation creation in After Effects and Photoshop, AVP platform tool usage, troubleshooting, and folder structure.
• Coordinate technical art for AVP and Ascent projects with third party companies including King Show Games and High-5.
• Collaborate with third party companies to design and create art and animation for games as in Slingo Island Treasure.
• Responsible for technical art as individual or part of a TA Team on games including Aladdin Prince of Adventures and Fishing Bob.
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3D Artist
IGT - Barcrest USA Studio
Las Vegas, NV
May 2004 - Jan 2010 (5 years 8 months)
• Concept, model, texture, rig, and animate high-polygon 3D object and character symbols and slot video game elements.
• Model and texture 3D low-polygon elements for such slot video games as Price Is Right Cliffhangers and Spooky Match & Win.
• Create visual FX using particles, procedurals, and hard and soft dynamics.
• Collaborate with other artists to conceive concepts and critique art.
• Recommend game concepts and changes to enhance understanding, consistency & game excitement.
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3D Animator
Sigma Game, Inc
Las Vegas, NV
Sep 2002 - May 2004 (1 year 8 months)
• Create all 3D art and animation for such slot video games as PBR, Big Mouth Billy Bass, Working Overtime, and For Peanuts.
• Model, texture, rig, and animate 3D characters such as bulls for PBR and the mice in For Peanuts.
• Create FX and 3D art for logo animations and attract screens.
• Composite 2D and 3D art and characters seamlessly.
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Multimedia Lead Designer
Mikohn Gaming, Inc.
Las Vegas, NV
Dec 2000 - Sep 2002 (1 year 9 months)
• Create 3D art and animations for such slot video games as Ripley’s 2, Clue, Yahtzee 3, and Trivia Pursuit.
• Paint 2D backgrounds, surfaces, textures, and graphic art for logos, characters, and game animations.
• Create sound effects and edit music for animations.
• Promoted to Lead Designer within the first year. Organize and establish designer project tasks, critique style consistency, and maintain department procedures and file structure.
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Computer Animation Instructor
Discovery Center Interactive Museum
Jun 1999 - Jun 2000 (1 year)
• Create instructional animations and design curriculum for the computer animation classes.
• Instruct people of all ages in computer animation.
• Edit and produce student animations to video.