22+ Years as an Illustrator and Concept artist in the Video Game Industry.
• Build Visual Art styles and mood boards on Miro for visual guides and references..
• Provide timely, clear, and constructive feedback and critique for In-house Concept Artists.
• Help manage and assign Concept Art tasks to the Concept team based on priority, and fit..
• Help support the Concept Art Team by taking on tasks when time allows.
• Offer ideas and suggestions on ways to improve pipelines of feedback to meet artist’s needs, and also improve overall quality and efficiency.
• Organize and facilitate opportunities for learning and mentorship of Junior artists on the team.
• Manage feedback and Art Direction for outsource Concept Artist teams and Art Houses.
• Hiring, building, and leading an art team for the (Unannounced) project.
• Working with other Leads in the company to organize and schedule work at a high level.
• Establish Art Direction guides and documents for all visuals and assets in the game.
• Contribute to nurturing a desired culture for the art team, and company as a whole.
• Concepting early examples of Art Styles, Player characters, Environments, and all in-game assets.
• Establish relationships with outsource Art-houses and contractors.
• Organize and Art Direct outsource work for in-game assets.
Worked as a Advanced Concept Artist on the SMITE team. Created various skins, looks, and themes for characters in the game, as well as designed new characters (gods) for new releases.
Working with CCP on their Virtual Reality title "SPARC". Worked as a concept artist and visual designer in order to explore, create, and establish the visual look of the in game costumes, equipment, environment, etc.
Worked on Rift: Planes of Telara
*expansions: Storm Legion, Nightmare Tide, and various content packs
Unannounced Title: Conceptual Exploration
Atlas Reactor: Character and Environment concept & design.
Worked on Rift: Planes of Telara
Worked on Dark age of Camelot: Labyrinth of the Minotaur, then on to Warhammer Online.