Shipped Games


Monolith - WB Games
Aug 2007 - Present


Middle-earth: Shadow of War
Sr. Tech Artist

Xbox One, PS4, PC

- Memory management.  Setup budgets for all departments, policed and enforced memory budgets.

- Kept track of size on disk.  Profiled content, found missing assets, and assets that were included by error.  

- Environment art, policed assets, reviewed finished assets, made sure that they were sticking to their guidelines. 

- PIX performance profiling.

- Established fire spreading performance guidelines.
- GPU Cloth System (New system), wrote tools so that art would work with tech. 
- Tree System (New system), wrote tools so that art would work with tech.

- Wind (New system), flushed out workflow, did initial pass on all levels and times of day.
- Wrote Tool to covert mesh to new Heightfield Terrain tools.
- Wrote tools to automate animated cube map creation.
- Pre computed volume meshes, Wrote tool to make optimized shadow volume meshes in 3ds Max for use in game.
- Maxscripts, PhotoShop Scripts and Actions, Python Tools, C# Tools, Maya Mel. 
- Wrote tools to automate and ID assets that were out of budget / Guide lines.  C# Asset View scripts.
- Helping others with lots of internal tools, trouble shooting, onloading of new employees. 
- Helped character art with new shippable LOD numbers, and then helped police assets. 
- Created PC
Benchmark Level. Level layout, Character and FX placement, Camera animation.


Middle-earth: Shadow of Mordor
Sr. Tech Artist, World Art

Xbox One, PS4, PC
- Vegetation System, flushed out workflow. 
- GPU particle system, flushed out workflow, created all the insect GPU particles, and some of the weather ones. 
- Native Life system, flushed out workflow. Placed all Fx and Markers. (Bugs, Rats, Spiders, Birds, Bats.)
- Weather Systems, some workflow, and most of the placement, rain / wet look, wind.  Puddle cube map creation.
- Some environment art asset creation.  
- Prototyped custom shadow geo workflow for huge draw call wins, also made it so that shadow geo would do additional culling. Then did most of the work implementing solution. 
- Performance profiling, with PIX. 
- Last Gen PS3 and Xbox 360, before studio decided to hand off the last gen ports, I set LOD limits and distances, scaled back and turned off systems to get game working on these older platforms.
- Memory monitoring, mostly Level and Lighting content. 
- Some shader creation. 

- Created PC Benchmark Level​. Level layout, Character and FX placement, Camera animation.


Guardians of Middle-earth
Sr. Tech Artist, Environment Art

Xbox Arcade , PSN, PC
- Level design, prop and texture creation.

- Half way through this project made the switch to tech art.  Wrote multiple tools to assist world construction.

- Worked with engineers on a new vegetation system.

- Helped make the game performant.

Gotham City Impostors
Environment Art

Xbox Arcade , PSN, PC

- Environment and vehicle outsource manager.

- Level concept design, level propagation.

- Gameplay prop modeling rigging and texturing.


The Lord of the Rings: War in the North
Environment Art - on loan to Snowblind

Xbox 360, PS3, PC
- Asset creation, level propagation.

- Shader creation using their node based software.

- 3ds max tools scripting.

- Came up with a cheap shader based solution for environment art cloth simulations.

- Created a huge orc army using animated shaders and particle Fx. Modeled and rigged game play turrets. 


F.E.A.R. 2: Project Origin
Environment Art

Xbox 360, PS3, PC
- Level propagation, environmental story telling.

- Created props and textures.

- First pass lighting.

- Towards the end was responsible for optimizing about half the single player levels and most of the multiplayer levels. 

- DLCs Reborn and Armored Front  contributed to level design, level propagation, sky box creation, some Fx, and was credited as a technical artist.

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Zombie Studios
Dec 2002 - Aug 2007

America's Army: Special Forces

Lead Artist

PC
Multiple projects, both inward facing that were used to train troops, and outward facing used to entertain and recruit. Art management, environment art, level design, Fx, and vehicle rigging. Used
Unreal Engine 2.5 and 3.0.

Future Force Company Commander
Lead Artist, Level Design, FX

PC
Serious game, and sales tool used to get buy into 
DARPA and other next gen warfare systems.  Artist management, Fx, vehicle rigging, map design, and environment art. Used Gamebryo engine, with the Mad Doc Software tools.


CQC - Close Quarters Conflict 
Lead Artist

PC
Level design, and art management.  Used Unreal Engine 2.5.


World War II Combat: Iwo Jima
Lead Artist

PC, Xbox
Budget title, four months from concept to gold master. Fun fact this tile changed name and location midway into production to align with the release of
Clint Eastwood's Iwo Jima film. Scheduled and assigned art, environment art. Used Unreal Engine 2.5.


World War II Combat: Road to Berlin
Lead Artist

PC, Xbox
Budget title, four months from concept to gold master.  Scheduled and assigned art, environment art. Used
Unreal Engine 2.5.


Combat: Task Force 121
Lead Artist, Level Design

PC, Xbox
Budget title, four months from concept to gold master. Scheduled and assigned art, modeled weapons, environment art, level design. Used
Unreal Engine 2.5.


Shadow Ops: Red Mercury
Lead Artist , FX, Level Design

PC, Xbox
Started off doing environment art and was quickly promoted to lead artist, did about a third of the fx, and designed some multiplayer levels. Used
Unreal Engine 2.5.