Senior 3D artist, visual development specialist, and GenAI visual-arts evaluator with more than 20 years of experience creating and assessing real-time environments, 3D assets, concept art, UI, and visual direction for games, immersive products, and generative AI systems. Currently supporting Meta’s GenAI team through high-volume image evaluation, visual critique, annotation, calibration, and quality audits. Experienced with Maya, ZBrush, Substance 3D Painter, Photoshop, Unity, Unreal Engine, production pipelines, and cross-functional art leadership. Shipped credits include The Lord of the Rings: The Battle for Middle-earth, The Da Vinci Code, Marc Ecko’s Getting Up, and Seeds of Ralark.
Independent studio identity for freelance client work and personal art projects spanning concept design, illustration, 3D modeling, real-time assets, and visual development.
Created concept art for the world, props, and characters of an international indie mobile-game project. Produced optimized 3D assets through modeling, UV mapping, and material creation while working within platform limits for texture size, material type, and polygon count.
Created and edited production-ready 3D models, UV layouts, materials, and textures for client projects. Collaborated with distributed team members to meet technical requirements and improved modeling workflows to support faster, more consistent delivery.
Visual Arts Specialist supporting Meta’s GenAI team through expert evaluation and annotation of AI-generated imagery. Review high volumes of visual assets for aesthetics, composition, consistency, and technical issues; participate in calibration sessions; contribute to quality audits and documentation; and provide feedback that informs model training and evaluation.
My responsibilities include conceptual design, 3D asset generation, rigging and scene construction using Unity 3D. I create a variety of assets from animated characters, scene props, and U.I. elements.
zSpace is a hardware company producing 3D interactive displays. I was part of the software team tasked with creating the user interface and demo applications for this new platform. I also was used in various other capacities for a myriad of other departments that required some form of visual work.
Duties included:
•Model, UV-map, and texture any assets that are needed for our system or related applications.
•Within Unity3D, import models, build environments, build custom materials, set up lighting, and implement low-level scripting using visual scripting.
•Graphic design for marketing, branding, hardware packaging and hardware labeling.
•Mentor junior visual designers.
•Create visual concepts and mock-ups of early idea creation.
•Act as a central point for information related to 3D modeling and real-time rendering limitations for a virtual stereo 3D environment.
•Work with sales and PR offsite, at conventions or client companies, fielding questions and demonstrating zSpace's capabilities.
I created character and environment 2D art assets for 'Seeds of Ralark' project. The project was released for the XBox Arcade as an Indie title.
Duties included:
•Create visual concepts for playable characters, NPCs, props, and environments.
•Produce final art and prep for use in-game.
•Create supporting visual material for branding, packaging, and web related content.
I was brought in to lead a small team of visual artists and work with the engineering team to create a proof-of-concept pitch for a new IP. Also, during my time with Blind Squirrel, I contributed time to fleshing out the game design, and its documentation, of another potential project.
Duties included:
•Critique work created by our animators, concept artists, modelers, and level designers.
•Manage outsourcing partners overseas.
•Develop asset pipeline.
•Create documentation for visual bible and game design.
•Handle interpersonal issues within my team.
•Outline goals, present progress, and solve production issues with CEO and Creative Director.
•Create concept art, final assets, and VFX for pitch project.
X Life Games was created as a satellite development branch of parent company Metrostar. Myself, a game designer, and engineer were tasked with creating a series of small mobile games for the State Department of U.S.A. The product was intended to act as a tool to bridge the cultural gap between the U.S. and the middle east. I was in charge of providing all visual content for the application. All subsequent material for our website and marketing was drawn from my work. All work was vetted by all members of the team to keep a unified vision of the project.
Duties included:
•Create concepts for branding material.
•Concept and produce all work for the mobile game modules.
•Work with design and engineering to troubleshoot performance bottlenecks.
I was an instructor for the Art Institute of California, at the Orange County location. I taught courses inside the Video Game Art major. I also taught several classes outside the major. Although I was based in Orange County, I also taught at the Los Angeles and Riverside campuses for several semesters.
Duties included:
•Successfully teach/convey key concepts and processes for creating eye-catching and efficient/clean artwork.
•Design syllabus outlining coursework for the classes.
•Work with department head and industry professionals to map out a successful course progression for the major.
•Work one-on-one with students to help further their understanding of course work.
•Perform graduating portfolio critique to determine if the student is prepared to enter the marketplace.
Classes taught:
•Intro to 3D modeling (3D Studio Max)
•Intermediate 3D modeling (Maya)
•Game modeling and texturing (Maya and/or 3D Studio Max)
•Materials and lighting I
•Background design and layout
•Conceptual design
•Modeling for interior design
•Intro to 3D animation
•Intro to filmography
•Portfolio creation
•Environment design (Maya and/or 3D Studio Max)
•Character modeling (Maya)
The Collective (now Double Helix Games/Foundation 9) is a third-party, AAA, game developer. I was a mid-level environment artist. I worked on two titles, Marc Ecko's Getting Up and The DaVinci Code, during my time. Both titles were developed for the PlayStation 2 and then ported to other platforms.
Duties included:
•Model, UV-map, and texture assets for in-game level use.
•Work closely with level designers to determine what assets need to be produced.
•Collaborate with UX designer on 'subway' menu system and produce final 3D work for project.
I was brought on as a short-term contract artist to help ship 'The Lord of the Rings: Battle for Middle-earth' real-time strategy computer game for the PC. The team was around 90 staff with 30 being artists. I worked primarily as an environment artist creating any number of 3D assets required for the project. I also was tapped to create concept art for assets not yet finalized.
Duties included:
•Produce final 3D artwork for in-game environments (Items include natural outdoor items, faction buildings, NPC buildings)
•Pick up extra conceptual or mockup work to facilitate the art director's vision.
•Assist the technical artist with .xml data.
•Use Alienbrain and Perforce for version control.
Rapid Eye Entertainment was a third party game developer for the PC. Sony Online Entertainment was the sole publisher for our projects. After 'Lords of Everquest' was shipped, Rapid Eye closed it's doors. I was originally brought on for a first person perspective MMO project. The project was abandoned and the team moved onto 'Lords of Everquest'. The title was an RTS spin off of Sony's Everquest Online franchise. I was tasked with concepting and creating most of the environment models we would need for the project. This included anything from small details, like rocks and trees, to keystone assets, like faction buildings. This was an extremely successful project, from a developers viewpoint. We shipped on-time with only a total team size of 14.
Duties included:
•Produce concept art for all faction buildings, NPC buildings, and level props.
•Work with lead game designer and level designers to provide any visuals required to support planned game mechanics.
•Communicate the vision for the environment assets to animators and technical artists.
•Adapt the franchise look into the project.
•Coordinate with character artists on visual connect between faction troops and buildings.
I worked on modeling, uv mapping, and texturing for anything that wasn't a character. Novalogic was my first paying position as a game artist. I learned quite a bit about asset creation and optimization here.
Duties included:
•Model, uv map, and texture final assets for in-game environments.
•Hand create LODs for objects and set distances using in-house tools.
•Digitally paint portraits of player characters for manual.
•Work with level designers testing in-game structures for proper game mechanics.