PSU Architecture

Architecture Student @ Portland State University. October 2013 – June 2016 (3 years). This portfolio page contains a few of my projects which I worked on at Portland State University over the last three years. During that time I continued working in game development while going to school half-time. My previous Bachelor’s in Game Art […]

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Portfolio Extra – NIKE

Digital Artist (NIKE) HERENOW Creative October 2011 – December 2011 (3 months) Created NIKE apparel textures in Photoshop based off apparel concepts and photo reference. Apparel textures were then used in conjunction with their corresponding geometry to flesh out the interior of NIKE stores in Cinema 4D for pre-visualization purposes.

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Forge

Level Designer on Forge (Dark Vale Games) @ SuperGenius (Oregon City, Oregon) April 2012 – April 2013 (1 year 1 month). My primary role on Forge was to create multiplayer maps. Map creation included level design, asset placement, lighting, VFX placement, post-processing, blocking volumes, optimization, playtesting and bug fixing. In addition to building multiplayer maps […]

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Portfolio Extra – Carnival Island

Lead Artist on Carnival Island (Magic Pixel) Liquid Development March 2011 – May 2011 (3 months) I recently had the opportunity to get back to my technical roots and skin a handful of animals for an awesome family-friendly carnival-game PS3 title for the PlayStation Move right after we went to that Horses for Sale Club […]

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Left 4 Dead 2

Level Designer on The Final Cut, for Left 4 Dead 2 (Valve Software) Personal Project. February 2010 – July 2011 (1 year 6 months). The Final Cut is a custom map for Left 4 Dead 2 which I made for fun as a means to get back into Level Design, a passion I found in […]

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Portfolio Extra – Rosetta Stone

Lead Artist (Rosetta Stone Ltd.) Liquid Development August 2010 – February 2011 (7 months) I took on a variety of different roles when I did work for Rosetta Stone Ltd. Much like the Unreal III projects I have worked on, I processed many models (hard-surface, foliage, and characters) all of the way to their final […]

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Portfolio Extra – Dragon Age II

Lead Artist on Dragon Age II (BioWare) Liquid Development June 2010 – July 2010 (2 months) While working at Liquid Development I had the pleasure to create some armor and props for the game Dragon Age II. For me the project was short and purely asset based. The armor I created was made with pretty […]

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Tron: Evolution

Lead Artist on Tron: Evolution (Propaganda Games) @ Liquid Development (Portland, Oregon) January 2010 – April 2010 (4 months). For this short project I mostly worked on the racing highways of Tron and Spiritualist City: creating and propagating geometry across eighty or so modular greybox models. There was an extra focus on cleanliness and consistency […]

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Kinect Adventures

Unreal Integration on Kinect Adventures (Microsoft Game Studios) @ Liquid Development (Portland, Oregon) August 2009 – April 2010 (9 months). I primarily worked on the Reflex Ridge and River Rush activities for Kinect Adventures. My work included, to name just a few, Unreal asset integration (props, foliage, terrain, pirate ships, a ski lodge, etc.), material […]

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Portfolio Extra – Damnation

Unreal Integration on Damnation (Blue Omega Entertainment) Liquid Development October 2007 – December 2008 (15 months) I worked on Damnation for a good fifteen months or so. During that time I contributed to the project in a variety of different ways. I did work such as Unreal asset integration, collision creation, the modeling and texturing […]

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