Sr Art Director
Projects: Ryse: Son of Rome, Powerstar Golf, Killer Instinct 2 and 3, D4, State of Decay: Year One Survival Edition, State of Decay 2, Ryse interactive graphic novels (3);
Role(s) and Responsibilities: Sr. AD working within Xbox Publishing - Collaborating with our Development partners on visuals goals and quality standards, providing both hands-on support (Concept art, Lighting, Materials, Style Guides, Marketing assets and when needed, and I led teams of Subject Matter Experts internally to work alongside the development team. Also lead a team that did Look Dev for New IP (concept art, leadership, collaborate and Creative Direction) for the studio.
Lead Lighting Artist (via co-dev @ Crystal Dynamics with The Initiative -- on Perfect Dark)
Responsibilities included:
* Leading 3 teams of lighting artists across 3 different time zones and countries (providing Direction, input, support and training using UE5
* Providing hands-on lighting for the levels that I owned from block-out to completion
* Was responsible for creating all lighting documentation to be used for training and best practices
* Worked closely with the Rendering Engineer and Tech Art Director to establish our pipeline and workflows; was also responsible for spec'ing out tools that we needed that were not part of the vanilla engine - and then testing and providing feedback on the tools
* Worked closely with the Tech Art Director and tech artists on various tasks, including performance and optimization
* Regular meetings and reviews with the Executive Leadership Team to sync on their notes and feedback
* Responsible for creating the 'Lighting Ethos' - essentially the art bible for lighting
* Responsible for creating the 'Exiting Pre-Pro' goals - everything we needed to enter Production (tools, workflows, support, etc)
* Worked closely with Production on scheduling, identifying support tasks and blockers
* Mentoring internal team (career development, etc) and training new lighting artist's






