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Direct

Over the past few years, I have had the honor of leading multiple art teams in the quest towards perfect game art. No matter the team size, the goal is to get each artist energized and excited to be creating art of the game. Once the Art Machine starts firing on all cylinders, the results come easy. See some examples of art produced by talented artists under my supervision. ................ .................... ..................... ........... ............ ........................ .............

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Model / Texture / Light

Construct it....Export it....Play it....This simple process still fascinates me even after all these years. Each time I start an environment I am looking to stretch the realm of possibility in some way within the constraints of the game. As technology has advanced rapidly over the past decade, many aspects of game art production have become much easier, even while the results have become dramatically more complicated. See some examples of how I construct, texture and light meshes...

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Effect

Whether creating combat effects for an enemy boss or researching ocean water shaders, creating effects is always a fun endeavor, especially since they can really make an experience come to life. After all, an earth-shattering slam by a giant isn't really that impressive until the earth actually shatters, right? Though the bulk of my work in recent years has been on the modeling and directing side, see some of the effects and research projects I've worked on recently....

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"Once the Art Machine starts firing on all cylinders, the results come easy...."