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Creative Strategy, Direction & Leadership

 Digital Media Innovation ● Virtual Reality ● Product Development ● Motion Designer

Directing Team Creativity for building Compelling User Experiences

Skills & Expertise

Vision, Strategy, Execution

Product Design, Prototyping

Organizational Integrity

Cross Functional Team Leadership

Budgeting, ROI, Competitive Analysis

Creative Direction, Strategic Development     

Product & Feature Vision, User Centric Design           

Pipeline Development, Rapid Prototyping

Performance Acceleration, Collaboration

Data Driven Decisioning, Design Standards          

Virtual Reality, AR, MR, XR

3D/2D Graphics, Animation

UX, UI, Creative Briefs

Software Development, QA

Shipping Product

Technology Experience

Unity, Unreal, webVR

Vuforia AR, 360 video

Mozilla AFRAME

Houdini, Artivive

Oculus GO, HTC Vive

C#, Visual Studio      

Mel Script, Lottie & Bodymovin

Trello, SourceTree, Amplitude            Atlassian, Jira, Scrum, Kanban

Crashlytics, Delta DNA  

Adobe After Effects, Photoshop

Premiere, Animate, Audition

SONY Vegas, Shuriken

Cinema 4D, Blender

Maya, 3D Studio Max

PROFESSIONAL EXPERIENCE

CREATIVE DIRECTOR – XR SOLUTIONS

Seattle, WA August 2018-Present

Creative Director, XR Solutions                                                                                                 Aug 2018 – Present

Principal Consultant for VR/AR/MR/XR projects including: Virtual Physics Office Hours, Altoura Mixed Reality project for Microsoft HoloLens (under NDA), Live Music Performance 360 videos.

Project notes: Virtual Physics Office Hours - Project summary video: https://www.youtube.com/watch?v=5FfNDAEAVBE

  • Research & development for VR visual learning & spatial interaction.

  • Business Development, Partner/Sponsor procurement.

  • Development of proof-of-concept experiences for demonstrations and focus group testing.

 

Project notes: Altoura Mixed Reality project – Microsoft HoloLens (under NDA)

 

  • Visual development, motion/audio design & execution for high-end MR project using HoloLens.

  • Integrated seamlessly with existing team and proprietary software on an accelerated schedule.

  • Tools: Blender, UNITY, Photoshop, and more to execute and integrate compelling 3D visuals, animation, and particle effects based on 2D storyboard concepts.

CREATIVE DIRECTOR – DOUBLEDOWN INTERACTIVE

Seattle, WA 2011-2018

DoubleDown Casino - for desktop and mobile

Responsible for leading creative team of 30+ artists to deliver content and feature solutions for top social casino product, DoubleDown Casino.  Shepherded the company from a start-up to a highly successful enterprise grossing $300 Million a year with a market value of $825 Million. http://www.doubledowninteractive.com 

  • Pioneered the social casino genre, combining a love of casino games & a free-to-play business model in the online realm.

  • Inspire & oversee creative teams of illustrators, graphic designers, motions designers, and audio designers to deliver end-to-end full service audio/visual solutions for stakeholders and end-users.

  • Drove the graphic fidelity and audio/visual language of products across all platforms, flash, html5/JS, UNITY.

  • Incubated new products, features, games, and casino content through approval, pre-production, and development.

  • Cultivated a work environment valuing candor, accountability, and the fostering of creativity, innovation, and growth.

  • Committed fully to advocating for the player experience and emotional impact in every facet of development.

  • Prototyped casino themed experiences for desktop flash, html5/JS for mobile, GearVR and HTC Vive using UNITY.

Participation in Senior Leadership meetings, consulted on business strategy, facilitated external vendor procurement. 

TECH ARTIST – SONY ONLINE ENTERTAINMENT

Bellevue, WA 2006-2011

The Agency, The Matrix Online, DC Universe Online

Recruited by The Agency team to leverage my versatile skill-set for high profile, multi-genre online PC and PS3 titles.

  • Pioneered a pre-visualization approach to ‘define the fun’ and build stakeholder consensus on proposed features.

  • Created scripted custom productivity tools and pipelines for artists using Maya mel script.

  • Team builder responsible for creation of machinima-style cinematics and monthly production progress videos, which featured informative, entertaining game footage and documentary style interviews of colleagues. 

  • Developed solutions for facial animation, hair, cloth and destructible simulation, and prototyped game features such as a take-cover mechanic, augmented reality inspired user interface, encounter game-loop, and marketplace flows.

  • Oversaw production of promotional videos for Electronic Entertainment Expo.  Example: http://tinyurl.com/3r5yw5p

PRINCIPAL AND CO-FOUNDER – VALKYRIE ENTERTAINMENT

Seattle, WA 2002-2006

Forza Motorsport, Harry Potter and the Prisoner of Azkaban, Volvo TV commercial entitled ‘video game’

Formed and managed an independent art and animation production house.  Clients included Microsoft Game Studios, Electronic Arts, SONY, Volvo, Midway, Amaze, Junction Point and Wild Tangent.  http://www.valkyrie-entertainment.com

  • Secured business opportunities, managed client relations, managed in-house staff of six artists plus external contractors.

  • Directed and executed all animation projects including the first ever car commercial to use real-time game content. 

Developed Valkyrie into a brand recognized by the game industry for high-quality solutions and art content services. 

ANIMATION LEAD– ELECTRONIC ARTS SEATTLE

Bellevue, WA 2000-2002

Motor City Online, Need For Speed: Hot Pursuit 2, Need For Speed: Underground

Transferred to EA when it acquired DreamWorks Interactive to ‘bring more life’ to the studio’s titles via animation.

  • Responsible for handling all character, creature and ambient animation needs for online PC, muscle-car racing game.

  • Created driver animations and cinematics for Need For Speed:Hot Pursuit 2 for Nintentdo Game Cube.

  • Created pre-production attract video for PlayStation2 title Need For Speed:Underground.

SENIOR ANIMATOR – DREAMWORKS INTERACTIVE

Los Angeles, CA 1998-2000

T’ai Fu, Jurassic Park: Warpath

Maximized a compelling, exaggerated style of action while maintaining an efficient animation data footprint.

  • Animated principal characters in an exaggerated martial arts style on T’ai Fu for the original Playstation.

  • Researched and animated dynamic dinosaur movement for Jurassic Park: Warpath for the original Playstation.

  • Worked remotely with minimal supervision from my home studio in Seattle and occasionally on-site in Los Angeles.

ANIMATION LEAD – SURREAL SOFTWARE

Seattle, WA 1996-1998

DRAKAN: Order of the Flame

Pioneered an innovative gamer experience of mounting and flying on the back of a fire-breathing dragon in combat.

  • Animated principal and secondary characters on DRAKAN for PC.  Duties included design and testing of the skeletal, single skin animation system for the RIOT engine. Contributed to the fiction and mythology of the DRAKAN world.

  • Used Softimage|3D to model and animate characters and creatures. Directed motion capture sessions at Monolith Studios using Motion Analysis’ optical system. Integrated motion capture data with hand-key-framed animations.  https://en.wikipedia.org/wiki/Surreal_Software

LEAD ANIMATOR - BOSS GAME STUDIOS

Redmond, WA 1995-1996

SPIDER: the Video Game
Joined the upstart game division of Oscar winning special effects house, Boss Film to produce games for the original Playstation.

LEAD ANIMATOR – THQ

Calabasas, CA 1993-1995

The MASK, Akira, Bass Master’s Classic
Mentored teammates on advanced animation techniques and created 2D & 3D animations of principal characters on games for SEGA Genesis and Super Nintendo Entertainment System using DPaint and Maya.

LEAD ARTIST - DAVIDSON AND ASSOCIATES

Torrance, CA 1992-1993

Math Blaster-Episode One: In Search of Spot, Alge-Blaster3, Reading Blaster, Story Club

Guided team of artists animating the award winning edu-tainment franchise, The Math Blaster Series. http://tinyurl.com/3z84uel

ANIMATOR – AMERICAN FILM TECHNOLOGIES

San Diego, CA 1991-1992

Attack of the Killer Tomatoes- Television  Series
Coordinated with 50 animators on a proprietary 2D digital graphics/animation system to produce episodes for Fox and Marvel.

EDUCATION

__________

Rochester Institute of Technology (R.I.T.) B.F.A., Graphic Design/Animation
Bellevue College, Continuing Education, Programming C++ level 2

ACTIVITIES

__________

Bass player for ACCIDENTAL STUNTMEN https://youtu.be/SKao1dkRDg8, UNDERCOVER http://tinyurl.com/l9poecm, and ALIENS to ALIENS http://tinyurl.com/k9yvq62

Animation Club Mentor and Teacher: Developed curriculum and taught an after school animation club for children to learn about stop-motion animation.  Advised fifth and sixth graders how to make their own short films and post them to youTube. http://tinyurl.com/3hsfq63

Music and digital audio mixing, snowboarding, surfing

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