2013 Independent 3D Artist
Rock Farm Animation
Salt Spring Island, B.C.
Operating as an independent 3D artist providing services to clients in the game and film industries.
Excelling in creating shaders, animation, modeling, and lighting using Maya and other 3D tools.
Integrating data to engine ready formats for custom engines as well as Unity and UDK.
Programming scripts and actions in many languages to create complex effects or optimize production flow.
Leveraging 20 years of experience to bring life to computer generated characters, models and environments.
Demonstrating intimate control of Adobe software tools including Photoshop and After Effects.
Developing games for multiple platforms, including iOS, PC, Nintendo DS and others
1998-03 Senior Artist
Lead 3D artist on internal game projects, guiding art teams to create new properties while maintaining brand quality.
Responsible for modeling, rigging and animation of characters using Maya software.
Character animator, performing with Pixar characters including Buzz Lightyear, Nemo and others.
Participate in development of 3D technologies and methods for real-time 3D games.
Create production tools in Maya using MEL scripting.
As Senior Designer, was responsible for leadership in concept development and game design.
1996-98 Co-founder, Creative Director
Intelliscape Interactive Corp.
Lead the creation of real-time 3D game character and world designs.
Contribute to design of game engine technology (the DIRTT engine).
Established a new venture to explore interactive entertainment market.
Responsible for managing Motions Works creative personnel including artists, animators and programmers.
Art Directed projects at Motion Works to insure quality work was delivered on time.
Interface with clients including Sega (Virtual Makeover) and Fox Interactive (Anastasia) to complete CD-ROM titles.
1992-94 Senior Computer Graphic Artist
Electronic Arts Canada
Lead artist on game development projects, including the original Need For Speed.
Responsible for design and creation of art and animation for interactive entertainment titles on 3DO, SEGA, SNES, Playstation and PC platforms.
Helped establish video facilities and art department at Electronic Arts Canada including training programs for artists.
Work with tools/library group to develop art and animation tools for product development.
Credits include; Need For Speed, NBA Showdown.
1991-92 3D Artist, The GraFiC Lab
Faculty of Computer Science
University of British Columbia
Developed animation techniques using software created at U.B.C. and commercial packages.
Supervisors: Dr. A. Fournier, Dr. K.S. Booth.
Worked with graduate students to create assets for research.
1986-90 Cofounder, Creative Director
ICON Computer Graphics Corp.
Founded the first company in Vancouver dedicated to producing 3D computer art and animation
Responsible for design and creation of animation and graphics for video production for ad agencies and post productions houses in Western Canada.
Management of production schedules and staff.
Wrote software for production, texturing, effects and other graphics applications in C.
Treasure Hunt (iOS game)
Cara Casa Games
Modeled and textured all underwater scenes, including multiple sunken wrecks in diverse environments from sandy shallow eel-grass to dark canyons.
Modeled, textured and placed hundreds of sunken objects.
Placed hundreds of coins and gems using Maya particles, physics and mel scripts. Scripting was also used to assist placement of plants and rocks
Rock Farm was not involved with character art in this game.
Buzz Lightyear Space Ranger: 1st/2nd/3rd Grade (PC games)
Lead 3D artist on multiple learning games
Interpret 2D characters into 3D designs
Model and rig characters for animation
Animate cut scenes and create game art
The Need For Speed (console game)
Provided game design and creative direction for the original release of this ground breaking franchise
Lead artist on project, including art direction and 3D modeling
AAA hit title on 3DO, ported to PC, Playstation, Saturn
Spy Kids 3D: Game Over (PC game)
Inlight Entertainment / Disney Interactive
Created multiple assets for the creation of a PC game.
Rigged and textured models of Arnold and Juni characters for use by Inlight animation team.
Created isometric game sprite animations.
Bridge Command Simulation (realtime 3D training sim)
Creation of ship's bridge and crew for real-time 3D training simulation of an oil tanker.
Formatted models and artwork for the Virtools 3D engine.
Finding Nemo Underwater Adventure (PC game)
Create rigging and texture maps for Angler model
Animate Nemo, Marlin and Dory for game hub sequences
Develop moonfish school animation techniques to rapidly animate hundreds of fish swimming in a variety of shapes.
Zoog Genius (PC game)
Character modeling and rigging
Character animation for cut scenes and intro sequence
Anastasia: Adventures with Pooka & Bartok (PC game)
Production management, 3D artwork, game design
Cosmopolitan Virtual Makeover (PC game)
Production management and creative support
Created for PC and Mac platforms
Bloodrayne 3 (movie)
Created ash and smoke particle effects for dying Nazi vampires
Combined hand tracking with captured motion tracks
Modeled, rigged and animated a lifelike character for a stunt scene
Scene can be viewed on YouTube, search: girl gets hit by 3 cars
Ultimate Engineering (documentary)
CG art for 3 documentary television shows
Illustrated the sinking of the USS Oriskany aircraft carrier
Created undersea pipeline and equipment for Ormen Lange Super Pipeline
Modelled vehicles and guiderails illustrating magnetic levitation trains
Modeled, rigged and animated a virtual copy of Cedric The Entertainer for a dream/fight shot.
The Muppets Wizard of Oz (movie)
Lead 3D Artist for movie.
Created shaders and lighting effects for Wizard CG characters.
Integrated puppeteer mocap data with CG characters.
GI Joe: Valor vs. Venom (movie)
Character animation and scene layout for movie.
1979 Capilano University, North Vancouver, B.C.
Media Resources Program
1983 Sheridan College, Oakville, Ontario
Computer Graphics and Animation
1984 University of British Columbia
Attending since 1983
Including; Siggraph, E3, Gamedev and others