Deadspace 2 - Electronic Arts January 2011

Multiplayer Environment Artist
Revamped existing levels and created new content to work with the unique gameplay needs for the Online Multiplayer dynamic of this product. Worked closely with the Level Designers to create Multiplayer friendly versions of the Deadspace 2 levels while at the same time adhering to the art style established by the Deadspace franchise.
Platforms: PS3, Xbox 360
Revamped existing levels and created new content to work with the unique gameplay needs for the Online Multiplayer dynamic of this product. Worked closely with the Level Designers to create Multiplayer friendly versions of the Deadspace 2 levels while at the same time adhering to the art style established by the Deadspace franchise.
Platforms: PS3, Xbox 360
Trailers
Dante's Inferno - Electronic Arts February 2010

Environment Artist
Responsibilities included modeling/UV mapping and material creation for a variety of levels and their respective props with a focus on Gluttony and most areas of Limbo, and sections of Heresy, Violence, and the initial Surface level. Worked closely with the Environment Art Lead as well as the Art Director to ensure the art style was consistent and the quality level exceeded expectations.
Platforms: PS3, Xbox 360, PSP
Official Site: http://www.ea.com/dantes-inferno
Responsibilities included modeling/UV mapping and material creation for a variety of levels and their respective props with a focus on Gluttony and most areas of Limbo, and sections of Heresy, Violence, and the initial Surface level. Worked closely with the Environment Art Lead as well as the Art Director to ensure the art style was consistent and the quality level exceeded expectations.
Platforms: PS3, Xbox 360, PSP
Official Site: http://www.ea.com/dantes-inferno
Gameplay Videos
Screenshots
Dante's inferno: Trials of St. Lucia - Electronic Arts April 2010

Environment Artist
Immediately after the Dante's Inferno title was finalized I began working on the Co-Op expansion pack complete with a simple match editor entitled the "St. Lucia Edition". Responsibilities included reworking existing assets and combining aspects of different levels to create brand new arenas for this expansion pack that was converted into a digital download. Changes to the way the environment was built were also needed to compensate for the wider angle of view due to the new playable flying/hovering character (St. Lucia), new finishing moves, and larger arenas were needed overall for Co-Op combat.
Platforms: PS3, Xbox 360
Immediately after the Dante's Inferno title was finalized I began working on the Co-Op expansion pack complete with a simple match editor entitled the "St. Lucia Edition". Responsibilities included reworking existing assets and combining aspects of different levels to create brand new arenas for this expansion pack that was converted into a digital download. Changes to the way the environment was built were also needed to compensate for the wider angle of view due to the new playable flying/hovering character (St. Lucia), new finishing moves, and larger arenas were needed overall for Co-Op combat.
Platforms: PS3, Xbox 360
Trailers
The Godfather II - Electronic Arts Spring 2009

Lead Vehicle Artist
Responsible for the multitude of vehicle types for this open-world style game and managed the work of a small team of Artists working abroad as well as a remote Concept Artist. Worked closely with many different disciplines including Engineering and Technical Art to develop and maintain the vehicle pipeline and made sure the variety of vehicles and their moving parts were maximized and within budget. Collaborated with Animators and Character TD's to ensure that the vehicles worked with the new crew dynamic as well as the small set of animations that were budgeted for. Worked with VFX Artists in regards to the vehicle lights and damage/destruction states. Collaborated with multiple Engineers to develop a variety of realistic shaders, a tinting system, and a part/material swapping system for both variety and location specific damage. Worked with Art Directors to ensure the look/style of the different vehicles matched the era and complemented the different locations and characters.
Platforms: PS3, Xbox 360, PC
Official Site: www.ea.com/the-godfather-2
Responsible for the multitude of vehicle types for this open-world style game and managed the work of a small team of Artists working abroad as well as a remote Concept Artist. Worked closely with many different disciplines including Engineering and Technical Art to develop and maintain the vehicle pipeline and made sure the variety of vehicles and their moving parts were maximized and within budget. Collaborated with Animators and Character TD's to ensure that the vehicles worked with the new crew dynamic as well as the small set of animations that were budgeted for. Worked with VFX Artists in regards to the vehicle lights and damage/destruction states. Collaborated with multiple Engineers to develop a variety of realistic shaders, a tinting system, and a part/material swapping system for both variety and location specific damage. Worked with Art Directors to ensure the look/style of the different vehicles matched the era and complemented the different locations and characters.
Platforms: PS3, Xbox 360, PC
Official Site: www.ea.com/the-godfather-2
Trailers
Screenshots
The Godfather (Next Gen) - Electronic Arts Fall 2006 - Spring 2007

Lead Vehicle Artist
Responsible for upressing the models/textures of the vehicles from the previous PS2/Xbox version of this title and creating new vehicles as well for the PS3/Wii versions that were released later on in the Spring of 2007. Had to reverse engineer the complex vehicle pipeline and start creating assets in a short amount of time.
Platforms: Xbox 360, PS3 (Don's Edition), Wii (Blackhand Edition), PC
Official Site: www.ea.com/the-godfather-the-game
Responsible for upressing the models/textures of the vehicles from the previous PS2/Xbox version of this title and creating new vehicles as well for the PS3/Wii versions that were released later on in the Spring of 2007. Had to reverse engineer the complex vehicle pipeline and start creating assets in a short amount of time.
Platforms: Xbox 360, PS3 (Don's Edition), Wii (Blackhand Edition), PC
Official Site: www.ea.com/the-godfather-the-game
Gameplay Videos
The Godfather - Electronic Arts Spring 2006

Environment Artist
Modeled/textured a variety of assets in the different neighborhoods including interiors, exteriors, and entire buildings/landmarks to recreate the different locations from the film. Worked with the Art Director and Leads to create building facades and texture sets unique to the different locations to keep the game true to the time period and locations portrayed in the film. Worked closely with the Technical Artists to balance variety and framerate by helping to create a system of modular building parts to populate the expansive areas of this open-world game. Specifically owned neighborhoods like Hell's Kitchen and Harlem, as well as the more unique areas of the game such as the train yards and waterfront. Continuously strove to push the level of realism from the smallest of details like building materials used and architectural styles to entire skyscrapers and even entire neighborhoods. Also created a variety of props for both in-game and for the cutscene cinematics.
Platforms: PS2, Xbox, PC
Official Site: www.ea.com/the-godfather-the-game
Modeled/textured a variety of assets in the different neighborhoods including interiors, exteriors, and entire buildings/landmarks to recreate the different locations from the film. Worked with the Art Director and Leads to create building facades and texture sets unique to the different locations to keep the game true to the time period and locations portrayed in the film. Worked closely with the Technical Artists to balance variety and framerate by helping to create a system of modular building parts to populate the expansive areas of this open-world game. Specifically owned neighborhoods like Hell's Kitchen and Harlem, as well as the more unique areas of the game such as the train yards and waterfront. Continuously strove to push the level of realism from the smallest of details like building materials used and architectural styles to entire skyscrapers and even entire neighborhoods. Also created a variety of props for both in-game and for the cutscene cinematics.
Platforms: PS2, Xbox, PC
Official Site: www.ea.com/the-godfather-the-game
Exterior Concepts
Interior Texture Sets
Weapons
The Lord of the Rings: The Third Age - Electronic Arts Winter 2004

Weapons, Armor, and Props Artist
Created a variety of weapons and armor for the Character Team and some last minute props needed for the Environment effort for this RPG style game.
Platforms: PS2, Xbox, GameCube
Unofficial Site: www.mobygames.com/game/lord-of-the-rings-the-third-age_
Created a variety of weapons and armor for the Character Team and some last minute props needed for the Environment effort for this RPG style game.
Platforms: PS2, Xbox, GameCube
Unofficial Site: www.mobygames.com/game/lord-of-the-rings-the-third-age_