A brief summary of what I both excel at, and what I have a passion for is creating visual effects, and solving complex problems related to art & animation.
I use many different skills to achieve this, and I often learn new skills in the process.


Technical Artist III at IGT
January 2010 - Present
My responsibilities include the following:
Create in-game animations, and visual effects
Create and support character setup, rigging, and character animations
Create and support environment art, and lighting
Create guidelines, training files, examples, tutorials, and documentation explaining technical requirements, and solutions relating to art
Prototype complex designs, animations, and visual effects
Understand, communicate, and solve complex technical issues relating to real-time rendering, video compression/decompression, and visual effects.
Work across disciplines to solve visual performance, and functionality problems
Switch roles as required between art and engineering
Work with engineers and designers to develop new features
Research and oversee the implementation of rendering techniques, and tools
Develop, document, and provide guidance to the art team for the art production pipeline
Develop tools in all area of the art pipeline, manage, maintain, and support existing tools
Provide technical constraints and performance guidelines for the target platform to the art team
Recognize inefficiencies and problems in the art pipeline and identify how to solve them
Manage, maintain, correct and optimize art content
Mentor junior Technical Artists

Visual Effects Artist at Luxoflux
October 2008 - May 2009
For Transformers 2 I created the visual effects seen during the cut-scenes of the game, and several in-game weapon effects.
I also wrote and maintained the visual effects library tool that was used by the visual effects team.

Visual Effects Artist at Treyarch
June 2004 - October 2008
I researched, and developed visual effects for console games; this work included:
Creating physics based simulations of natural phenomena and forces using 3DS Max / Maya, and MaxScript / MEL, then use the pre-computed data to create an in-game equivalent through proprietary tools.
Writing art tools in C#, MaxScript, or MEL for the art team.
Creating particle effects using several different in-game VFX systems.
Create script controlled visual effects using a combination of particles, pre-made geometry and procedurally generated geometry.
Some examples of visual effects that I've created include, rain, snow, fires, smoke, fog, weapons fire, animated webs and ropes, various tank effects, animated electric sparks and bolts, and various super powers and energy blasts.

Level Designer at 5000ft
September 2003 - March 2004
I designed, built, and tested training levels for an unpublished Xbox title Daredevil.

Lead Technical Artist at Prolific Publishing
2000 - 2003
As Lead Technical Artist my responsibilities included:
Training the artists to transition from Lightwave 3d to 3DS Max.
Creating visual effects using in-game VFX system.
Troubleshoot art related issues.
Writing logic scripts for the game levels.
Writing and maintaining several MaxScripts for the level builders and artists.
Writing and maintaining several C# tools such as a 3DS Max model exporter, a level editor, and a sprite animation tool.
Working with the producer to manage the art team’s schedule
Working with the programmers to develop the graphical features of a game engine for the Nintendo Gamecube.

Art Director at Digital Domain
1999 - 2000
My responsibilities included:
Managing a small art team to work within a difficult schedule.
Working with concept artists to produce a visual style that was both consistent and appealing to the projects client.
Lighting digital environments using Mental Ray.
Creating character designs, and working with the client on revisions, and approvals of those designs. Maintaining communication with the projects producer on the status of the art production.

Animator / Artist at Redline Games
1998 - 1999
My responsibilities included;
Character animation, modeling, and visual effects for the unpublished PC title "ThirdWorld".

Technical Artist at Activision
April 1996 - March 1998
Power Move Pro Wrestling 2 - Character Design
Dark Reign - 2D art and visual effects
Dark Reign Expansion - Technical artist, 2D art, 3d animation, and visual effects
Zork Grand Inquisitor - 3d art, 2d touch up, and visual effects

Production lead / Colorist at Top Cow Studios (Image Comics)
November 1994 - 1995
At Top Cow Studios I developed the first process for digitally inking penciled artwork.
I processed artwork, and I managed the daytime shift of the coloring department.
I digitally colored a portion of the artwork for the CyberForce, and Codename: Strykeforce comics, and several special issues and trading cards.

Skills & Expertise

3D graphics, Game Development, Visual Effects, Computer Animation, Character Animation, Lighting, Modeling, Scripting, Texturing
After Effects, Photoshop, Premiere, 3DS Max, Maxscript, Blender, Lightwave 3D, Maya, MEL, Unity, C++, C#, Java, Lua, MEL, Alienbrain, Perforce, StarTeam


The Gnomon Workshop, 2007 - 2007
Maya basics, MEL scripting
Northrop Rice Aviation Institute of Technology, 1994 – 1996
Aircraft Maintenance Engineering Technology

Honors and Awards

IGT, Second place award for best innovative gaming concept, 2013
Brainbench certified in Adobe Photoshop, 2000
Office of Speaker of the House of Representatives, Civic Achievement Award, 1998
Northrop-Rice Aviation, Top Honors in Aircraft Powerplant review and testing, 1994
Northrop-Rice Aviation, Honors in AT-43 Advanced Aircraft Electronics, 1994
The Assembly of the State of New York, Certificate of Merit, 1990


Slot machine titles:
Wheel Of Fortune (TBD), IGT
I Dream of Jeannie (TBD), IGT
Money Factory (2015), IGT
Avatar (2014), IGT
Beverly Hillbillies: Millionaire Mile (2012), IGT
Sex and the City: Fabulous (2011), IGT
Diamond Vault (2010), IGT

Published video game titles:
Transformers: Revenge of the Fallen (2009), Activision Publishing, Inc.
007: Quantum of Solace (2008), Activision Publishing, Inc.
Spider-Man 3 (2007), Activision Publishing, Inc.
Call of Duty 3 (2006), Activision Publishing, Inc.
Ultimate Spider-Man (2005), Activision Publishing, Inc.
LEGO Alpha Team (2000), Lego Media
Dark Reign: Rise of the Shadowhand (1998), Activision, Inc.
Dark Reign: The Future of War (1997), Activision, Inc.
Zork: Grand Inquisitor (1997), Activision, Inc.

Unpublished video game titles:
Ultimate Spider-Man 2 (2006)
Daredevil (2004)
ThirdWorld (1999)