I am Principle Concept Artist at Zynga. I have worked in the game industry for 20+ years. I have gained my experience work at start ups and at AAA game studios. I enjoy working and calibrating with creative people in an innovative environment.
Create exemplary art in regards to character design, color theory, layout, text treatment, and animation considerations.
Create slot game art in a range of styles, as fitting to the theme; highly effective design for representing the symbol purpose that is aesthetically pleasing and evokes a positive reaction in the players.
Provide art and design support to product development, product maintenance, and product marketing efforts
Work with Art Lead/Director and Game Designer to identify and understand all content needed for the design of a game or other project.
Adjust own art in response to feedback, without requiring adjustments performed by senior/director art staff to achieve the utmost quality.
Provide input on art standards and processes; Identify opportunities for improvement within the creative workflow.
Examine competitive products to keep abreast of current design trends.
Show efficiency in self-managing time with a high degree of accountability and minimal instruction.
Demonstrate self sufficiency to concept and create high-caliber art for a project.
• Collaborate with the Art Director to lead the creation of consistent, high-quality art work
• Drive the team to meet project deadlines and milestones
• Identify and anticipate artistic problems and communicate solutions to the appropriate project managers
• Identify problems that can be addressed visually and provide solutions.
• Conduct critiques with clear and consistent direction to the art team.
• Responsible for mentoring, training, career direction and performance evaluations for the Art teams.
Half my time was spent on building terrain, creating textures and objects for the environment. The other half was helping out the character team making hair assets and skinning characters.
The details are on my resume. Worked as a lead Artist on an Iphone game, "Mini Golf" (unpublished). Model/texture character artist for WWE Smackdown vs Raw. Model, lighting and Rendering on "'Riley's Rocket" 2 1/2 min short. Quick turn around of concept and presentation art for
perspective clients.
Part of a small team to create a original IP , Traxxpad on PSP. Responsible for over all look of Traxxpad creating over 400
texture UI's. Did high quality work under a tight schedule. Manage all art assets.
Created and designed main character and AI enemies for “The Adversary” (unreleased) shown at 2004 E3. Worked with
animators to make character pipeline.
Concept characters and environments for fantasy MMORPG, Asherons' Call
Over saw all studio affairs. Instructed students in figure drawing, oil painting and watercolor.