Over the past few years, I'm lucky to have collaborated with a handful of talented artists and animators from around the industry. As a self-employed artist, I've been able to broaden my skills and take on many types of responsibilities that I wouldn't normally be exposed to while working at a studio.
I graduated from The Guildhall at Southern Methodist University in 2009 with a Master of Interactive Technology and a Bachelor of Fine Art from Kutztown University of Pennsylvania in 2008.
My current projects include creating cosmetic items for Valve's IPs through the Steam Workshop for Dota 2, Counter Strike: Global Offensive, and Team Fortress 2.
I also welcome contract work as a freelance artist, and have worked as a character artist for two start-up studios. I have also created character art and illustrations for Valve Corporation, and 3d environment art/props for Red Bull Records for a Dota 2 promotional music video of the band AWOLNATION.
My everyday skills include creating concept art, sculpting and modeling high and low poly models, creating textures and editing materials materials, skinning, and marketing illustrations.
Counter Strike: Global Offensive - Created 2d illustrative work for various weapon finishes (i.e. custom designs and tiling patterns) for several cases.
Dota Underlords - Modeled and textured three-level visual progression for various hero models, and other hand-painted texture work.
Produced character, environment, and concept art for an unannounced project.
As an environment artist at Gearbox, I create in-game models, textures, materials, and high poly models. I've also been responsible for creating color variation skins for characters, head customizations, some marketing screenshots, model re-working/retexturing, and optimization of a wide variety of assets in both Borderlands 2, its DLCs, and Aliens: Colonial Marines.
Worked with the id Tech 5 engine's megatexture editor to create realistic and unique terrain and foliage throughout the game RAGE.