I've worked professionally as a 3D & 2D digital artist since 1999, contributing to major (and minor) film, game, and broadcast projects. Some of my career highlights include:
CG cinematics for Star Wars: The Old Republic, Bioshock 2, Mass Effect 2, and Halo Wars.
National TV spots for Goldfish Crackers, the FX network, and a Super Bowl spot for the game Dante's Inferno.
Special venue ride-films for The Simpsons and Ferrari.
And since 2011, I've worked as a senior and lead artist in the slot games industry, designing and developing 2D and 3D assets for premium land-based titles including Jurassic Park, Avatar, and Ghostbusters.
I'm currently employed full-time, but am sometimes available for small freelance art projects, as long as they don't conflict with my Aristocrat non-compete agreement.
When I'm not working on visual art, I record hi-tech music, some of which has been released on vinyl in Europe and on CD by Columbia Japan.
Design and deliver graphics for land-based slot games.
Design and deliver world-class 2D and 3D art assets for premium video slots using the Unity 3D engine. Drive innovation in the land-based gaming space for original IP and licensed titles, including Avatar, Wheel of Fortune, Jurassic Park, and Ghostbusters. Continually improve workflows and practices.
Lighting, compositing, prop modelling, set dressing, FX, and look-development. IP's include Mass Effect 2, Star Wars: The Old Republic, Bioshock 2, Halo Wars, Heavy Metal, Goldfish Crackers, The Simpsons Ride @ Universal Studios, Ferrari World @ Abu Dhabi. Promoted from freelancer to staff after 6 months.
Master lighting and shot lighting for the feature film "Delgo", as well as painted concept art and look development for the short film "Chroma Chameleon". Promoted from Lighter to Master Lighter.
Lighting, texturing, and concept art for games (Midway, Sega Sports) and broadcast. Performed lighting and texturing for several joint film pitches with ReelFX (Paw Island, Man in the Moon). Also helped to mentor and onboard junior artists.