I'm currently Senior Art Director on Ellen's Garden Restoration, my first experience working directly with an external IP. This project is one that I started on from the very beginning, through World-Wide launch, and still going strong. Some examples of exteriors I've Art Directed are included here along with the DIY Workshops. The DIY workshop needed interior and exterior work areas where a player could work on DIY projects that were either furniture-focused or plant-focused. Managing the Art Team on this game has kept me very busy, specially the first few months as the 3D Artists had to learn how to use SpeedTree to make our foliage. It was a challenge to set up a schedule that would allow for folks to learn the software while also hitting deadlines that would keep us moving towards our goals.
All the 3D work shown here was done by members of my team, not me.
Home Design Makeover was a big deal for Storm8 because it was one of our first games built in Unity and I had to learn it on the fly along with the rest of my team. I was brought on to the game as Art Director when it was just a prototype and I had to get things polished up and establish a pipeline for our in-house team and outsourcing vendors. This project was a challenge because I was heavily involved in learning Unity early on then I had to balance creating production art and overseeing the Art Team. I designed a large amount of rooms, put rooms together in Unity, created character art, established a pipeline, and was heavily involved with the Outsourcing department as they vested vendors. I was lucky to have worked alongside Suzie Greene before she retired and the knowledge I got from her allowed me to navigate this fast faced production and never fail to meet any goals or deadlines.
As the project matured I was able to take on the task of prototyping features, usually on my own or with one other Artist, which were then added to the game and helped to increase revenue. After around three years working on Home Design, I moved on to a new project and trained an Art Lead to take on my responsibilities.
Dragon Story 2 was the first large project that I was Art Lead on after joining Storm8. I was brought on to get the Art Team going from day 1 and led them on a six month long journey to get us to a world-wide launch. Sadly, the game was never fully released even though it was fully ready but the team put in a great effort and it’s a project that I remember fondly. A big challenge with this game was that we were using an outdated proprietary game engine which was cumbersome and not very powerful compared to something like Unity. We had to come up with a 3D/2D hybrid pipeline for the dragons in order to get the game to function but things ended up working out in the end. I was involved early on in concepting before starting to focus more on the management of the Art Team as we staffed up for full production.
Fish Frenzy Mania was my introduction to match 3 games as an Art Lead, an the first project I was assigned to at Storm8. This was a fun introduction to the more casual market, something that I was unfamiliar with at the time. It was a small project with the quick production cycle of three months, so things were moving quickly. While the fish/ocean theme had already been decided on prior to me joining, I had to come up with the visuals and stablish a pipeline for a small team of three to four artists. This game is fun to reminisce about because it goes back to the days of simple game making with 2D assets and Flash animation, and my daughter was born while I was working on it.
This is a compilation of personal and professional work, focusing mainly on vehicles and props. Looking back on this work I realize that I’ve been lucky to have worked on some fun stuff over the years, and also while supplementing with my own work at home.
This is a selection of environment art and moment pieces I've done over time, drawn in a variety of art styles to satisfy project expectations. The work I did at for Dead Space was very dark compared to the brighter colors we used at Kabam, and the processes were very different as well. At EA we had basic 3D block ins to paint over while at Kabam you drew everything yourself. Some pieces are polished and rendered to hand off to 3D Modelers while others are sketchier and meant for pitches or inspiration.
While I haven’t worked on many characters recently at Storm8, I was lucky to have been a part of a diverse group of games at Kabam which allowed me to do characters for vastly different themes. Some of the projects were heavier on the line work and others were more render-heavy, and all were enjoyable. The amount of 2D art needed for a game in the early days of Facebook/Mobile gaming was huge and it gave me a lot of fun tasks to take on.
This is an ongoing personal project where I redesign ww2 era aircraft as 1950/1960’s era jets, and modern jets as ww2 propeller driven aircraft. I started these in 2019 and was really cranking them out and posting them on Instagram and this led me to a small community of artists with similar interests, which was great.
A collection of digital Aviation Art, some taken to a finish state and others left as sketches. These mainly focus on WW2 aircraft, a passion of mine since childhood and hopefully I can get to some of the sketches and polish them up….but it’s hard to find the time with kids :)
The art here is a collection of a lot of sketchbook stuff and a few digital pieces. This is the stuff that I've enjoyed drawing since I was a kid like Transformers, airplanes, tanks, and Tie Fighters.