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Overview


Highly versatile cinematic artist with several years of game and broadcast industry experience and a solid technical background. Specializing in cinematic design, implementation, and video-editing, with growing interest in creative storytelling. Also well-versed in gameplay and level scripting.

Projects


Games
THOR The Video Game
Transformers: War for Cybertron
Green Lantern project
G.I. Joe: The Rise of Cobra
The Golden Compass
Stability Operations
Hopeful Monster

Broadcast
Cingular Push-to-Talk
TV Land - IDs

Videos
Dragon Age: Origins Prologue
Avenue GTA

Skills


Specialties
Cinematics / Cutscenes
Cinematography
Video Editing
Animation Scripting
Gameplay Scripting
Level Scripting/Design
Modeling
Texturing
Motion Graphics

Software
Unreal Editor
Premiere
AfterEffects
Photoshop
Maya
3D Studio Max

Programming
Scripting
Java
C++
HTML

Experience


Level Scripter / Designer
Liquid Entertainment
Apr 2010 - Aug 2010

  • Responsible for the maintenance, implementation, and optimization of an entire level.
  • Scripted, enhanced, and troubleshot combat encounters, gameplay mechanics, and level events using Unreal Editor.
  • Created in-game cinematics in Matinee using pre-existing library of assets, animations, and VFX.
  • Implemented gameplay and cinematic cameras.

Associate Cinematic Designer
High Moon Studios
Mar 2010 - Apr 2010

  • Polished and optimized in-game cinematic sequences & vignettes using Unreal Editor.
  • Troubleshot issues involving cameras, character animations, timing, and logic.
  • Designed, staged, and captured gameplay footage for use in promotional marketing materials.

Cinematic Artist & Scripter
Double Helix Games
Jan 2007 - Feb 2010

  • Scripted, built, and troubleshot in-game cutscenes using existing animations and art assets.
  • Implemented and animated cameras for in-game cinematics as well as for gameplay.
  • Built levels and scripted in-game events using proprietary level editing software.
  • Scripted character combat, navigation, and other gameplay mechanics using proprietary language.

Freelance Machinima Artist
Machinima.com
Nov 2009

  • Captured, staged, and spliced in-game footage and promotional renders using Premiere and AfterEffects.
  • Researched and wrote short narratives based on subject lore to further expand back-story.
  • Provided direction for voice overs and edited sound effects and music to enhance narrative depth.

Freelance Maya Artist
Buck LA
Sept 2006

  • Modeled, unwrapped, textured, and animated environments, assets, and characters using Maya.

3D Game Artist Intern
Mad Doc Software
Jan 2005 - Aug 2005

  • Modeled and textured low-poly environmental and architectural assets using 3D Studio Max.

Education


Northeastern University
Boston, MA
2001 - 2006

  • B.S. in Computer Science & Psychology
  • Minor in Animation
  • Lead Programmer for Senior thesis game project