It is hard to believe I started this creative journey 30 years ago. My experience is rooted in Industrial Design and CG, with 19 years dedicated to AAA game development. I am a seasoned art leader who currently guides high-performing asset teams for the Call of Duty franchise, contributing to both its iconic Warzone and major Campaign releases like Black Ops 6 & 7. My career has been defined by a clear progression into roles with increasing responsibility. This includes previously serving as a Studio Art Director for THQ Nordic, where I managed the art team for two concurrent titles: Monster Jam Steel Titans 2 and MX vs ATV Legends.
My leadership philosophy, shaped by my experience as a U.S. Air Force Veteran and my time leading diverse creative teams, is centered on one core principle: people. I believe my primary role is to empower artists by providing clear direction, fostering their skills, and building a supportive, collaborative environment where they can thrive. I take great pride in mentoring team members and creating pathways for their career growth, as I consider their success the truest measure of effective leadership.
I possess a deep, practical understanding of the entire AAA development ecosystem, from concept to final asset. This includes managing production pipelines, schedules, and outsourcing relationships to ensure efficiency and quality. My experience has provided a holistic view of how Art collaborates with other key departments, including Animation, VFX, Lighting, Technical Art, and Design. I excel at navigating these relationships and managing the critical dependencies between our teams.
My leadership is built upon a strong foundation of hands-on artistic expertise. My background in Industrial Design specifically informs my approach to complex workflows for hard surface and vehicle modeling. This practical knowledge provides the credibility and insight necessary to guide my teams through complex technical and artistic challenges using modern modeling and texturing workflows.
• Leading an asset team developing the Call of Duty franchise for Warzone & Campaign
• Organize meetings and production schedules while staying very adaptable to needs of the team and project changes
• Identify production pipeline needs and solve for improved efficiency by identifying new tools, software and processes
• Provide guidance, training and feedback to Junior & Senior Artists working on 3D in game assets.
• Perform performance reviews, setting goals and career growth for artists.
• Responsible for modeling player vehicles, equipment and environment props.
• Construct high & low-resolution hard surface & organic 3D models to create highly detailed textures to include normal maps and supporting map textures.
• Optimize and retopologize models for game performance
• Quickly unwrap and layout UV’s for complex models and LOD’s
• Bake textures and build materials for Physically Based Rendering (PBR) pipeline
• Integrate game assets into the game engine
• Assist in reviewing outsource artwork for accuracy and provide feedback and direction.
• Share knowledge with my fellow artists whenever I can!
• Working as a Senior Artist developing the Call of Duty franchise with an amazing team for Treyarch Activision.
• Responsible for modeling player vehicles, equipment and environment props.
• Construct high & low-resolution hard surface & organic 3D models to create highly detailed textures to include normal maps and supporting map textures.
• Optimize and retopologize models for game performance
• Quickly unwrap and layout UV’s for complex models and LOD’s
• Bake textures and build materials for Physically Based Rendering (PBR) pipeline
• Integrate game assets into game engine
• Share knowledge with my fellow artists whenever I can!
• Directing art studio team for all art disciplines on current & future console & PC titles by providing guidance, training and constructive feedback
• Experienced in leading and developing high performance, cross discipline art departments
• Organize meetings and production schedules while staying very adaptable to needs of the team and project changes
• Identify production pipeline needs and solve for improved efficiency by identifying new tools, software and processes
• Perform performance reviews, setting goals and career growth for artists.
• Coordinate with other THQ Nordic studio leads for knowledge sharing and new industry production techniques
• Artist developing the MX vs ATV and Monster Jam game franchises for publisher THQ Nordic Games at Rainbow Studios located in Phoenix, AZ.
• Lead Artist responsible for modeling real world manufacturer bikes, ATV’s, rider gear and equipment models.
• Responsible for modeling real world manufacturer Monster Jam Trucks.
• Construct high & low resolution hard surface & organic 3D models to create highly detailed textures to include normal maps and supporting map textures.
• Optimize and retopologize models for game performance
• Quickly unwrap and layout UV’s for complex models and LOD’s
• Bake textures and build materials for Physically Based Rendering (PBR) pipeline
• Integrate game assets into game engine
• Assist in reviewing outsource artwork for accuracy and provide feedback and direction.
• Provide guidance, training and feedback to Junior Artists working on 3D in game assets.
• Render realistic models and animations for marketing purposes.
• Share knowledge whenever I can!
• Collaborative partnership with 2XL Games for developing the MX vs ATV franchise
• Responsible for modeling real world manufacturer bikes, ATV’s and rider gear game models
• Construct high & low resolution hard surface 3D models to create highly detailed texture & normal maps
• Optimize and retopologize models for game performance
• Quickly unwrap and layout UV’s for complex models and LOD’s
• Build PBR materials & shaders
• Review outsource artwork for accuracy and provide feedback and direction
• Collaborative partnership with 2XL Games for developing the MX vs ATV franchise
• Responsible for modeling real world manufacturer bikes, ATV’s and rider gear game models
• Construct high & low resolution hard surface 3D models to create highly detailed texture & normal maps
• Optimize and retopologize models for game performance
• Quickly unwrap and layout UV’s for complex models and LOD’s
• Build PBR materials & shaders
• Integrate game assets utilizing custom tools for the Rainbow Studios Game Engine
• Review outsource artwork for accuracy and provide feedback and direction
My primary responsibilities were the following:
• Construct high & low resolution hard surface 3D models
• Construct high & low resolution character models
• Optimize and retopologize models for game performance
• Unwrap and layout UVs
• Create highly detailed texture & normal maps
• Build materials & shaders
• Export and integrate assets into game
• Animate characters for in game
• Design User Interface Elements
My primary responsibilities were the following:
• Created 3D digital FX video animations for the largest digital screen in the world at Harmon Corner in Las Vegas Nevada.
• Constructed high & low resolution 3D models for animation
• Created highly detailed textures & normal maps
• Build real world quality materials & shaders
• Animated and rendered for final video output
• Composite final renders into HD video at 7630px X 1440px resolutions for Harmon Corner Digital Screen
My primary responsibilities were the following:
• Construct high & low resolution hard surface 3D models
• Construct high & low resolution character models
• Optimize and retopologize models for game performance
• Unwrap and layout UVs
• Create highly detailed texture & normal maps
• Build materials & shaders
• Export and integrate assets into game
• Animate characters for in game
• Produce realistic 3D models of client products utilizing retopology techniques for animation and viewing on the web. Creatively collaborated with team members and clients on storyboards to produce 3D animation for product
presentations. Produced low polygon models from high res product Solidworks & ProE CAD drawings using Maya and Nex Quadraw plugin.