Available to hire
I have a 15 years of experience working as a 3D character artist and generalist in the gaming industry. I have worked on projects including Monaco 2, Google Stadia, The Bard’s Tale IV, and Call of Duty Advanced Warfare
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Language
English
Fluent
Work Experience
Senior 3D Artist at Pocketwatch Games
April 30, 2022 - October 14, 2025Worked closely with the Art Director to design, model, texture, rig, & animate over 120
characters for Monaco 2. Responsible for the design and creation of over 130 visual FX in PopcornFX for Monaco 2. Collaborated with the Art Director to design, build, and maintain 3D art production pipeline for Monaco 2’s custom engine. Worked with the lead designer and lead engineer to implement animation graph systems and PopcornFX VFX systems within the custom engine. Provided support to other artists by assisting with modeling environment and prop assets, UI elements, and marketing materials. Helped the art department achieve milestones on time while staying under budget.
Senior 3D Artist at Level Ex (now Relevate Health Games)
November 17, 2019 - March 31, 2022Worked with the Art Director and Art Leads to build and maintain the Virtual Technique
Guide (VTG) platform. Took ownership of the artistic design and asset creation on VTGs for companies including NASA, Brainlab, AbbVie, Johnson & Johnson, and Medtronic. Examples of projects include spinal surgery, knee surgery, realistic real-time models of various organs, and prostate cancer treatment. Partnered with a team of designers and medical advisors to ensure that all models and animations were medically accurate and representative of real-world behaviors. Maintained ownership of assets across multiple projects and ensured production goals were met for each project despite overlapping timelines.
Character Artist at inXile Entertainment
January 4, 2016 - October 15, 2018Collaborated with the Art Lead and Art Director to create characters and monsters to fit
the worlds of Bard’s Tale 4 and The Mage’s Tale. Generated high poly sculpts, low poly game meshes, blendshapes, textures, and materials for hundreds of realistic characters and creatures. Worked closely with the Art Director to overcome technical hurdles of creating 3D characters for use in Oculus VR in Unreal Engine 4. Teamed with the engineering, design, and animation teams to build a modular componentized character parts system with support for facial blendshapes. Mentored Junior artists to ensure meshes met artistic and technical requirements.
Associate Character Artist at Sledgehammer Games
May 5, 2014 - October 31, 2014Modeled and textured high and low poly character gear, created skins for
multiplayer characters, optimized characters and gear for performance, integrated character gear into the Radiant engine, and created maps for use in a physically based shader system in Radiant Engine for Call of Duty: Advanced Warfare.
Technical Artist at Massive Black
November 1, 2001 - March 23, 2001Worked with a small team of artists to provide art for demos used to debut Google’s
Stadia gaming platform. Responsible for the modeling, texturing, animating, lighting, and rendering of the interior spaceship scene used to demonstrate the Stadia platform. Created the Stadia droid character asset used in additional scenes. Made sure technical requirements for all assets and Unreal scenes were met.
Education
Certification in 3D Animation at Boston University, Center for Digital Imaging Arts
January 5, 2009 - August 28, 2009Qualifications
Anatomy for Artist - Ryan Kingslein Course
February 7, 2026 - March 21, 2026Industry Experience
Gaming, Media & Entertainment, Healthcare
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
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