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
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Research & development for VR visual learning & spatial interaction.
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Business Development, Partner/Sponsor procurement.
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Development of proof-of-concept experiences for demonstrations and focus group testing.
Project notes: Altoura Mixed Reality project – Microsoft HoloLens (under NDA)
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Visual development, motion/audio design & execution for high-end MR project using HoloLens.
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Integrated seamlessly with existing team and proprietary software on an accelerated schedule.
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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
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Pioneered the social casino genre, combining a love of casino games & a free-to-play business model in the online realm.
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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.
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Drove the graphic fidelity and audio/visual language of products across all platforms, flash, html5/JS, UNITY.
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Incubated new products, features, games, and casino content through approval, pre-production, and development.
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Cultivated a work environment valuing candor, accountability, and the fostering of creativity, innovation, and growth.
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Committed fully to advocating for the player experience and emotional impact in every facet of development.
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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
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Rochester Institute of Technology (R.I.T.) B.F.A., Graphic Design/Animation
Bellevue College, Continuing Education, Programming C++ level 2
ACTIVITIES
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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