Work History

Electronic Arts
1551 S. Renaissance Towne Dr. Ste 500, Bountiful, UT 84010

Game Designer
August 2008 to Present

  • Design Lead: Lead game design and prototyping. Created design documents and marketing pitches. Managed level design and gameplay control and interaction tuning. Balanced difficulty and rewards of gameplay modes.

Cryptic Studios
983 University Ave. Bldg D, Los Gatos, CA 95032

Lead Artist, FX Specialist
June 2005 to August 2008

  • Art Lead: Coordinated preproduction efforts in style and concept as well as tools and technical processes.
  • Visual FX: Scripting particle FX systems for weapons, powers, impacts, explosions, and other character effects. Implemented particle physics systems, and developed proprietary FX tools and processes.

Saffire Corp.
734 East Utah Valley Drive, American Fork, UT 84003

Lead Designer, FX Artist
September 2003 to June 2005

  • Design Lead: Coordinated and participated in the creation of over 16 game design, technical design and game concept documents in the last 9 months.  Produced 2 marketing videos and an interactive game prototype including 2 fully animated characters over the space of 3 months.
  • Visual FX: Created particle FX systems and scripted animation sequences for weapons, impacts, explosions, moving objects, dynamic lights, and ambient environment effects.

Lightning Studios
Contact: Neil Melville

Game Designer, Illustrator
August 1993 to Present

  • Production: Coordinated press production during the 4-month production phase, including die design for punch out playing pieces and card tray.
  • Illustration: Led art production for game components, illustrated over 300 card images in 2 months.
  • Game Design: Designed all game mechanics and wrote game manual.

Beyond Games, Inc.
370 E South Temple, Suite 100, Salt Lake City, UT 84111

3D Art Lead, Designer, Animator
September 1997 to May 2003

  • Art Direction: Supervised and scheduled team of 6 internal artists and 3 contractors to create 36 cars, 28 levels, 14 missions, 17 pick-ups, and 37 interface screens during the 9 month production phase.
  • 3D Modeling and Texture-mapping: Constructed 30 characters, 16 vehicles, and 10 weapons, all with texturing and LODs, within the space of 6 months.
  • Animation: Created full set of motions for player characters and items.  Scripted special animation FX.
  • Game Design: Wrote game mechanics, interface functionality, level layouts, mission walkthroughs, and character designs.  Coordinated implementation plans with Tools Manager and Code team.
  • Level Design: Planned game level layouts, built game-play prototypes, and completed levels with texture creation and application, lighting and event scripting.
  • Weapon Design: Implemented 13 pick up weapons from concept to in game completion (designed, modeled, textured, animated, and scripted) in 6 weeks.  Balanced combat game play.
  • Conceptual Art:  Created game level layouts, animation storyboards, and design illustrations for characters, items, vehicles, and weapons.

Cobalt Interactive, LLC.
370 E South Temple, Suite 100, Salt Lake City, UT 84111

Freelance Production
July 1999 to Dec 1999

  • Video Game concept development and level design: Lead production of background elements for Quaker's Cap'n Crunch's Crunchling Adventure.

Axiom Design

Freelance Production
July 1997 to September 1997

  • Digital illustration: Worked with Single Trac on front-end interface and HUD for Critical Depth and Outwars.

Sculptured Software, Inc.
2150 S Highland Drive, Suite 200, Salt Lake City, UT 84006

February 1994 to September 1997

  • Developed methods for maximizing graphical fidelity within hardware and memory budgets: Constructed 2D levels limited to 12 colors each, Managed image palettes for display of the 2 player characters, HUD, background, and all game FX within the 32 color limit.
  • 2D Art: Created 3D rendered backgrounds, menus, and animations, as well as sprite animations for characters and backgrounds, and built levels for both 2D and 3D game-play environments.