RESUME / CV

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Gameography

Work

Some of the companies I've had the pleasure of working with or for. View my portfolio for some of the projects I've been apart of.
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PROFILE

I'm an artist and visual designer that has the passion for all things games. I’ve been entrenched in the world of UI, where I put to use my background in 3D and my love for typography and layout design to create interfaces that are dynamic and fresh. I have been a professional game artist for over 15 years and have been fortunate to contribute to many titles in a variety of different roles thus far.

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EXPERIENCE

CRITERION | ELECTRONIC ARTS
Guildford, United Kingdom | Lead UI Designer | February 2022 – Present

Need For Speed™ Unbound (PS5 / XBOX SERIES S&X / PC) Learn More
Leading a team of talented UI Artists on the latest and greatest of the Need For Speed franchise.

YAGER
Berlin, Germany | Lead UI Designer | January 2021 – January 2022

The Cycle: Frontier (PC) www.thecycle.game
Elevated the UI discipline at the studio, this was done by leading an interdisciplinary UX/UI team on implementations that made our game great with a high degree of quality • Maintained consistency and quality of the interface • Championed a strong UI discipline by creating visual guidelines, maintaining team documentation & managing work capacities • Created and contributed to best practices to develop efficient workflows & pipelines • Developed, provided feedback & mentored other UI Designers • Assisted in the creation of UI features including asset setup and in-engine preparation

DEEP SILVER FISHLABS
Hamburg, Germany | Principal / Senior UI Designer | March 2017 – December 2020

Contributed to multiple projects which include Dead Island, Saints Row & Galaxy on Fire IP, focusing on interface design tasks and responsibilities across console, VR and mobile platforms. My role has covered the creation of wire-frames, user flows, assets, in-engine implementation as well as production related responsibilities such as forward planning, road map input, and estimates.

Chorus (PS4 /PS5 / XBOX ONE & SERIES X / STADIA / PC) www.chorusthegame.com
My role on Chorus has covered the creation of wire-frames, user flows, assets, in-engine implementation as well as production related responsibilities such as forward planning, road map input, and estimates • Chorus is a space shooter combat game built in the Unreal engine where I’ve been deeply entrenched in the world of UMG (Unreal motion graphics) for asset creation & implementation.
Dead Island Survivors (Mobile)
Updated and implemented a fresh coat of paint to the interface, heavily optimized UI assets and worked with the team to redesign many game features • Ultimately helped prepare the shipping version of the game through my UI contributions
Saints Row: The Third, Saints Row IV: Reelected (Switch)
Implemented cosmetic changes to support the Switch port controller scheme.
Unannounced VR Title (Oculus Rift / Vive - Cancelled)
Unannounced Nintendo Switch Title (Switch - Cancelled)

GOODGAME STUDIOS
Hamburg, Germany | Lead / Senior UI Designer | April 2015 – March 2017

Legends of Honor (Mobile / Browser)
Managed and mentored UI team of 4 through the concurrent development of Legends of Honor, an RTS game on both mobile and web platforms • Role covered both day-to-day development (style definition, asset creation, implementation) and production related tasks (planning, resource allocation, task creation) • Facilitated collaboration between UX and UI teams to ensure products usability aims are met • Assisted in UI hiring decisions, interviewing and creation of company UI art test • Documentation of UI guidelines; such as style guide creation, production best practices and Jira maintenance • Provided multiple educational workshops to team such as working with Unity and techniques for non-destructive workflows

SOMA PLAY
San Francisco, California | Senior UI Artist | December 2013 – January 2015

Tetris Ultimate (PS4 / PS Vita / Xbox One / PC)
Responsible for the concept and creation of both UI and visuals of the next generation of Tetris • Assisted in milestone planning and influenced key decisions surrounding the development timeline • Led an external development team on the adaptation of the UI for the Vita SKU • Worked in close collaboration with our engineers and technical artist to bring designs to fruition

ELECTRONIC ARTS
San Francisco, California | Senior UI Artist | July 2012 – November 2013

Monopoly Slots (Mobile)
Role at EA covered both content creation and implementation for various UI needs including screens, widgets and animations • Documentation and scoping; such as style guide creation, art asset lists and various tool documentation • Charged with the visual development for a variety of products • Assisted a small team in rapid prototyping of several initiatives post Monopoly Slots launch

ZYNGA
San Francisco, California | Senior Artist | July 2011 – July 2012

Hidden Chronicles (Facebook)
Created UI Assets, including numerous icons found throughout the game • Modeled / Textured 3D Assets • Reached an audience of over 7 million DAU at products peak

Cafe World (Facebook)
Created UI Assets, screen layouts and other various UI related tasks

BIGPOINT INC. (*Bigpoint acquired Planet Moon Studios staff after project cancellation*)
San Francisco, California | Senior Modeler | January 2011 – July 2011

Universal Monsters (PC)
Developed initial character models and environment art solutions • Worked within the Unity engine and with engineers to discover the best practices for our web based games

PLANET MOON STUDIOS
San Francisco, California | UI Artist | November 2009 – December 2010

Disney Tangled (Nintendo Wii)
Developed the look and feel of the Tangled User-Interface / HUD • Created User-Interface assets and aesthetics including menus, buttons, cursors and icons • Produced animations that would “slide”, “pop” and “drop” for on screen transitions and prompts • Localization support and art implementation • Supported animation team by rigging and skinning various characters seen throughout the game.

The Sims 3 (Nintendo Wii)
Created User-Interface assets for the multi-player component on The Sims 3 for the Wii • Implemented various screens set up in Flash • Designed and animated background art and icons • Adhered to a set style as defined by the branding from the publisher

COIN APP
Phoenix, Arizona | Lead Artist | September 2008 – September 2009

Max Blastronaut (Unreleased)
Established the appearance of characters by researching, concepting, modeling and texturing using next-gen techniques, such as high poly sculpting in Mudbox • Created User-Interface / HUD • Defined aesthetics and visual style • Media promotion of the interactive game by designing and developing the web portal maxblastronaut.com

2XL GAMES
Phoenix, Arizona | Artist | December 2006 – September 2008

Baja: Edge of Control (Xbox 360 / PS3)
Responsible for creating world objects, vehicle art and track-side modeling, each component required modeling, texturing, physics setup and in-game placement where appropriate • Worked closely with and directed outsource agency on model preparation, cleanup and optimization • Developed knowledge of next-gen HLSL pipeline and work-flow • Balanced a work load that included various individual and team oriented tasks • Met deadlines and milestone completion dates as set by the publisher

ACE TWO
Phoenix, Arizona | Contract Artist |March 2008 – February 2009

• Using Adobe Illustrator, created a variety of greeting card designs to be used for multiple holidays and occasions.
• Created interchangeable patterns, icons and templates for consumer use.

EDUCATION

The Art Institute of Phoenix, Phoenix, Arizona
Bachelor of Arts in Game Art & Design, September 2007

Software Knowledge
3DS Max, Maya, Blender, Photoshop, Illustrator, Mudbox, After Effects, Flash, Unity, Unreal (UMG), Microsoft Office

AFFILIATIONS

Game Developers Conference 2005, 2006 & 2007
- Conference Associate, 2006
IGDA – International Game Developer’s Association, Phoenix Chapter
SGDA – Student Game Developer’s Association (Student Organization)
Presidents Club – The Art Institute of Phoenix

ACHIEVEMENTS

DECEMBER 2020 | EPIC MEGAJAM WINNER | THIRD PLACE | “THE RUDE, THE MAD, & THE UGLY”
SEPTEMBER 2009 | MICROSOFT DREAM BUILD PLAY SECOND PLACE WINNER – MAX BLASTRONAUT
SEPTEMBER 2007 | STUDENT CHOICE BEST PORTFOLIO | THE ART INSTITUTE OF PHOENIX
APRIL 2003 | EAGLE SCOUT | BOY SCOUTS OF AMERICA