

















The Bureau  PS3, 360  / 2K Marin 2013
      lead level architect – / 08-10 to 07-13
Pre-vis, concept art, storyboards and level layout maps. Mesh placement, lighting, production, performance, optimization in UnReal editor. Staffing and management of level architects. Initiate and implement level development process. Coordination of efforts with design, narrative, cinematic and production teams.
Bioshock 2 single-player DLC  PS3, 360  / 2K Marin 2010
      senior level architect / lead environment artist – / 02-10 to 07-10
    Pre-vis, concept art, storyboards and level layout maps for Minerva's Den (level 1 and the last narrative portion of level 3). Visual design for several elements throughout.  Level creation, mesh placement, lighting, production, performance, optimization in UnReal editor.
Bioshock 2  PS3, 360, PC / 2K Marin 2010
        senior level architect – / 08-08 to 02-10
          Pre-vis, concept art, storyboards and level layout maps for Ryan's Amusement and the first level of the game. Visual design for some elements in these levels.  Level creation, mesh placement, lighting, production, performance, optimization in UnReal editor. Some 3D modeling, mapping and texture creation.
The  Spiderwick Chronicles  PS2, 360, XBOX, PC / Stormfront Studios 2008
        principal artist – pre-vis artist – storyboard, concept, UI / 11-06 to 01-08
          Storyboard  art for cinematic sequences, level walk throughs, and action / combat sequences.
          Design,  layouts, maps, sketches/schematics for environments and props UI layout and production.
Eragon  PS2, XBOX, 360, PC / Stormfront Studios 2006
        principal artist – lead environment artist – storyboard artist / 11-04 to 11-06
          Storyboard  art for cinematic sequences, level walk throughs, and action / combat sequences.
          Design,  layouts, maps, sketches/schematics for environments and props.
          Lead  the environment team in the construction, lighting and optimization of world  art and props.
          Model,  map and light environments using 3DSMAX7.
Demon  Stone – The Forgotten Realms  PS2, XBOX / Stormfront Studios 2004
        principal artist – art direction – lead environment artist / 11-02 to 10-04
          Established  overall visual direction for game.
          Initial  conceptual development of three hero characters.
          Visual design  and layout for environments.
          Lead  the environment team in the construction of the worlds and props.
          Model,  map and light environments using 3DSMAX5/6.
The Lord  of the Rings – The Two Towers  PS2, XBOX / Stormfront Studios 2002
        principal artist – lead environment artist / 11-01 to  10-02
          Oversaw  the visual design, creation, lighting and optimization of world art.
          managed  a team of up to 12 artists.
          Model,  map and light environments using 3DSMAX4.
The Legend of Alon D’ar   PS2 / Stormfront Studios 2001
        principal artist / 11-99 to 9-01
          Concept  art for monsters and environments.
          Environment  design, created level layouts and maps.
          Model,  map and light environments using 3DSMAX3.
          Character illustrations for back of box.
NASCAR  2000 - N64 & PSX / Stormfront Studios 1999
        principal  artist / 1-99 to 7-99
          Model and map 3D tracks using 3DSMAX3.
          Revised pit stop sequences from NASCAR  Revolution to work on PSX.
NASCAR  Revolution  - PC  / Stormfront Studios 1999
        principal  artist / 7-97 to 1-99
          Created art for three platforms  simultaneously.
          Model and map 3D tracks using 3DSMAX2.5.
          Created 3D animation for N64 intro sequence.
          Designed title screens for N64 and PSX.
          Combined  mocap and 3D animation to create pit stop sequences for PC.
NASCAR ’99 - N64 & PSX / Stormfront Studios 1998
RollerBall - for PSX  / never released / Stormfront Studios
        principal artist  / 6-96 to 6-97
          Established look and feel for art.
          Designed and created interface with 3D title  effects.
          Designed fictitious team logos and uniform.
Tony LaRussa Baseball IV  PC / Stormfront Studios 1996
        lead animator / 12-95 to 5-96
          Responsible  for the video capture animation.
          Scripted,  organized and directed video shoot.
          Selected  sequences, edited motions, worked out scaling problems, scripted playback.
          Managed  clean-up team, palettes, and files.
Madden Football - PC / Stormfront Studios 1996
      interface artist / 3-95 to 11-95
        Screen/interface  design and production.
Tony LaRussa Baseball III - PC / published by  Stormfront Studios 1995
        senior artist / 11-94 to 2-95
          Responsible  for the video capture animation.
          Assisted  at video shoot.
          Selected  sequences, edited motions, worked out scaling problems, scripted playback.
          Managed  clean-up team, palettes, and files.
LaRussa Baseball II - Sega Genesis / Stormfront Studios 1994
        artist / 10-93 to 6-94
          Screen/interface  production, developed existing design.
          Created  stadium art, batter / pitcher windows.
          Designed  and illustrated title screen.
          Jumbotron  animations.
Andretti Racing - Sega Genesis / Stormfront Studios 1993
        artist
      Designed and produced interface art.
Stronghold  PC /  Stormfront Studios 1993
        artist
        Created  buildings and castles in various states, from new to ruins.
Eagle Eye Detectives PC / Stormfront Studios 1993
        artist
        MAC  conversion art clean up.
          Reworked spot animation.