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Objective
To obtain an entry-level position as a Jr. Environment Artist in the gaming industry
Skills
- High / Low poly environment and prop modeling
- UV mapping, texture painting, and normal map generation
- Level design, lighting, camera techniques, and interface design
- Traditional art foundation
- Excellent written & verbal communication skills
Software
- Maya
- 3Ds Max
- Zbrush
- Photoshop
- After Effects
- Flash
- CrazyBump
- Unreal Engine
- DevTest
- Bugzilla
- Office
Education
Bachelor of Science, Game Art and Design, September, 2007
The Art Institute of California-San Francisco, San Francisco, CA
Experience
02/09 – Present
2K Marin – Novato, CA
"BioShock 2"
QA Analyst
- Worked as part of internal QA team to ensure stability of game build
(Single/Multiplayer; Platforms: Xbox 360, PS3, PC) - Ensured stability of tools (UnrealEd) for use by development team
- Worked directly with development team to isolate issues and verify fixes
- Assisted with tasks as requested by engineering, level design, art, audio,
and P/D departments - Created and uploaded ISOs for external QA teams
- Helped manage TestTrackPro database
03/08 – 09/08
Electronic Arts – Redwood City, CA
"Rock Band 2", "Rock Band Track Pack Vol. 1", "AC/DC LIVE: Rock Band Track Pack"
Online Tester
- Identified and isolated defects in pre-release software
- Ran test suites, including network connection tests
- Reported and tracked issues in bug tracking system
- Verified fixes and performed regression testing
Projects / Mods
01/07 – 06/07
The Art Institute of California-San Francisco
“TABCIS”, 8 person team
Modeler, Scripter
- Modeled low and high poly assets for sci-fi game prototype for Doom 3 Engine
- Used high poly models to generate normal maps
- Scripted attacks for Mini-Boss Character
07/06 - 12/06
“Soulbound”, 11 person team
Lead Designer, Writing Editor, Modeler, Texture Artist
- Worked with designers on gameplay design of mythological adventure game for Unreal Engine
- Organized team’s artwork and writings weekly and compiled them into design document
- Served as writer and editor for game document
- Modeled, unwrapped, and textured environment assets based on Egyptian themed concept art
04/06 – 09/06
“Brimstone Alley”, 3 person team
Modeler, Texture Artist
- Collaborated on design of 1920’s city in hell game prototype for Unreal Engine
- Designed, modeled, and textured environment props for streets, store facades, warehouse, and dock areas
- Painted terrain textures inside game engine
