Designer, Artist – Video games and cartoon
intellectual property


SUMMARY OF QUALIFICATIONS
  • Production roles on six shipped titles as designer,
    artist, and/or producer and support roles on four
    shipped titles.
  • Traditional illustration skills with emphasis on
    character design and map layouts.
  • 3D art skills with emphasis in polygonal (Maya) and
    CSG modeling of backgrounds and level assets,
    texture design, and shaders.
  • Professional experience in level design, layout, and
    creation including path editing, triggers, and entity
    placement.
  • Professional experience writing game design
    documents, story, and dialogue.

EXPERIENCE

Sony Computer Entertainment of America
  • QA and Online Support (contract through Nelson
    Staffing) 5/2005-9/2005
  • Moderator and support duties for all first-party online
    titles.

Sony Online Entertainment
  • Product testing analyst (contract through Mentor 4,
    Inc.) 12/2004 –2/2005
  • Untold Legends: Brotherhood of the Blade  – Sony
    PSP (shipped 2005)

Midway Home Entertainment

      Mortal Kombat: Deception  – Sony Playstation 2
      (shipped 2004)
  • Product testing analyst (contract through
    Appleone, Inc.) 6/2004 – 11/2004


Dragonstone Software
Lead Designer / Lead Level Artist 5/99 – 3/2001

      Dragon’s Lair 3D – PC and XBOX (shipped 2002)
  • Wrote game cinemas and created concept art   
    for new game characters.
  • Initially worked to create the original design
    document and lead design meetings.  Later
    functioned as lead level designer training junior
    level designers.
  • Blocked out world space in Tread 3D (CSG)
    and divided by section for assignment to
    individual designers.
  • Created final geometry and lighting for
    individual rooms/ areas including, but not
    limited to: Castle entrance, Main Hall, Hall of
    Skulls, and Singe’s Lair.
  • Modeled various prefabs and elements.
  • Designed and applied textures.
  • Managed the tracking of all level assets in
    SourceSafe.
  • Offered assistance and suggestions in the
    development of Tread 3D which were
    implemented.

Player 1, Inc.
Associate Producer/ Designer 11/97 – 8/98

      Tommy Thunder – Sony Playstation (1998)
  • Managed scope reduction and redesign of
    Tommy Thunder, an original in-house design.
  • Designed level maps and game flow.
  • Acted as liaison between management and
    creative team of designers, artists, and
    programmers.

Visual Concepts
Quality Assurance (Contract) 9/1997 – 11/97

      ONE – Sony Playstation (shipped 1997)
  • Laid out enemy paths and cameras.
  • Worked with artists to balance difficulty and flow
    of the game.
  • Managed internal and external QA efforts and
    managed prioritization of bugs.

Disney Interactive
Associate Producer/ Designer 9/96 – 4/97

      Hercules On-line Adventure – Sony Playstation (1997)
  • Managed internal design efforts and trained
    junior designers on Hercules On-line
    Adventure, a proposed project for PC platform.
  • Managed external developer and researched
    technical considerations.
  • Designed charts for character abilities, attacks,
    and special moves.

      S’punj
  • Assisted in story creation and writing game
    design documents.
  • Acted as associate designer.

Interplay Productions
Associate Producer/ Designer 12/94 – 3/96

      Casper – 3DO, Sony Playstation, and Sega Saturn        
      (shipped 1996)
  • Producer on project developed in Norway.
  • Managed procurement of audio assets, dev
    kits, licenses, and milestone schedules.
  • Spent three weeks on-site overseas to act as
    liaison between publisher and developer.
  • Worked with legal department to secure
    contracts with licensees.
  • Ran the 3DO development kit internally at
    Interplay for all code updates.

      Earthworm Jim: Special Edition – Sega CD
      (shipped1995)
      Producer for Interplay
  • Managed coordination of development with
    internal marketing and QA.
  • Game received Editor’s Choice Gold Award in
    the industry publication EGM.

      Boogerman  - SNES (shipped 1995)
  • Managed internal QA efforts for port over to
    SNES.

Sunsoft of America
Associate Producer/ Designer 3/93 – 8/94

      Zero the Kamikaze Squirrel – Nintendo SNES and
      Sega Genesis (shipped 1994)
  • Creator and Main Character designer.
  • Designed main player mechanics, enemies,
    and general game flow.
  • Wrote story, dialogue and storyboarded
    cinematics.
  • Zero was featured in Disney Adventures
    magazine as one of the magazine’s favorite
    video game villains.
  • Game received Editor’s Choice Gold Award in
    the industry publication EGM.

      Aero the Acrobat 2 – Nintendo SNES and
      Sega Genesis (shipped 1994)
  • Created character designs for enemies and
    circus train.
  • Associate producer on the title.

      Aero the Acrobat – Nintendo SNES and Sega Genesis
      (shipped 1993)
  • Co-creator of the intellectual property.
  • Designed the original and establishing looks for
    title character and his arch nemesis.
  • Designed the E3 promotional pin.



TECHNICAL SKILLS

Writing/ Design
  • All story and game elements.  Design documents,
    level layouts.
Illustration        
  • Traditional character design.
3D Modeling        
  • CSG game editors and Maya.
Textures        
  • Using Photoshop.
Shader networks        
  • Using Maya.


EDUCATION
1993 – 1995        California State University, Long Beach
                              Film Studies
1991 – 1993        California State University, Northridge
                              Graphic Design


INTERESTS/ HOBBIES

Platform, Stealth Action, and Extreme sport console games.
RTS and FPS computer games.        
Any games that are balanced and fun regardless of genre.
Magic: The Gathering
Comic book illustration.  (Original IPs currently in
development)