Designer experienced in visual development of triple-A FPS, RTS games, feature film, and CG animation.
Senior Concept Artist
Privately Held; 201-500 employees; Entertainment industry
October 2011 — Present
Work directly with the Art Director to create artwork that establishes a style and feel for new titles. Also work closely with the production art team to help them envision what the finished results can be for the in-game content they are creating.
Ability to quickly iterate concepts given input from the art director.
An exceptional understanding of mood, lighting and architecture with a keen eye towards form, shape, structure, and silhouette in regards to illustration and design.
Superior eye for light, value, composition, color, staging and detail in environmental design.
The ability to carry an idea from the conceptual phase to the finished illustration and an understanding of translating these ideas to real-game content.
Background Layout and Paint
The Walt Disney Company
Public Company; 10,001+ employees; DIS; Entertainment industry
January 2011 — October 2011 (10 months)
Created artwork in the established style defined by the Production Designer to be used as background paintings or conceptual art.
FILM / GAMEDoug Chiang Studio
Privately Held; 01-50 employees; Motion Pictures and Film industry
August 2010— Dec 2010 (3 months)
San Rafael, CA
Contributed remotely as a design consultant for multiple projects.
FILMDisney's ImageMovers Digital
Privately Held; 201-500 employees; Motion Pictures and Film industry
May 2008 — July 2010 (2 years 3 months)
San Rafael & Novato, CA
Worked collaboratively in the Art Department of IMD to visually develop multiple film properties under the direction of the Production Designer.
VIDEO GAMEElectronic Arts
Public Company; 5001-10,000 employees; ERTS; Computer Games industry
2007 — 2008 (1 year)
Los Angeles, CA
As a team member of the Real Time Strategy division I worked closely with the Art Director to help drive the artistic style of the 12th Annual Interactive Achievement Awards Strategy/Simulation Game of the Year.
Command and Conquer: Red Alert 3 
VIDEO GAMEZombie Studios
Privately Held; 11-50 employees; Computer Games industry
June 2006 — September 2006 (4 months)
Worked closely with the Creative Director, Producer, and Art Director, to generate early concept designs for many projects spanning multiple media.
Skills & Expertise
Hard Surface Design
HTML / CSS / JS
Design Studio Press
Following on the fast and successful treads of DRIVE, vehicle sketches and renderings, BLAST takes the readers on a visual development journey of spaceships. The formula from DRIVE is applied again to BLAST, with each of the three artists taking spaceships from preliminary concept sketch to final, fully rendered, photorealistic detail.
Art of A Christmas Carol
This sumptuous hybrid Making of/Art of book will introduce readers to the world behind Zemeckis's camera, revealing the secrets of performance-capture technology, and displaying its singular style in a deluxe, artistic format.
IN THE FUTURE...
Design Studio Press
In The Future... showcases the first student work created in the new Entertainment Design program at the prestigious Art Center College of Design.
- Art Director: Matt Britton
Command and Conquer 3: Kane's Wrath 
- Art Director: MIke Colonnese
Press / Interviews
Art Center College of Design
Entertainment Design / Product Design
2004 — 2007