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Resume PDF

Below is a breakdown of my contributions to each game project.
My resume provides a concise summary of my experience and skills.

Selected Game Projects

Monolith - WB Games
Aug 2007 - Mar 2025

Wonder Woman Game (canceled)

Advanced Tech Artist 

Xbox X/S, PS5, PC

- Designed and implemented a Houdini-based farm system that leveraged a new headless level editor to simultaneously process open worlds across a render farm. Previously, artists and designers had to manually process small chunks of the world.

- Developed an automated movement markup Houdini HDA that would replace what used to take a team of designers to do. The tool identified and connected separated nav meshes to ensure proper animation playback, identified and marked up rails, and generated fix ramps to prevent movement from getting stuck on small step collision gaps.

- Created a procedural lighting placement tool in Houdini that optimally positioned a limited number of lighting probes within an octree LOD hierarchy for use in Enlighten's real-time rendering.

- Led development of the Houdini toolbar for our level editor, enabling seamless integration of tools previously built for 3ds Max, Maya, and Blender. This centralized workflow reduced the need to redevelop the same scripts across multiple DCC applications.

- Developed multiple vegetation tools, including a custom SpeedTree model importer, vertex coloring for animation and shaders, a tree canopy flight volume generator, and a branch-thickness-based collision generator.

- Built a Houdini PDG/TOPs prefab reporting tool to analyze prefab settings, assets, geometry, and their usage across shipping worlds.

- Member of the memory and performance team. 

Hogwarts Legacy
Advanced Tech Artist
  on loan to
Avalanche

Xbox X/S, PS5, PC, Switch

- Wrote Unreal Python apps to audit assets. Found assets that are not set up correctly, out of spec, duplicate, or not in source art....

- Presented several reports related to performance and content standards. 
- Created Unreal blueprints to aid in the propagation of art in the environment
- Optimized world collision and refined collision standards. 
- Created and modified vegetation shaders and presented the pros and cons of different solutions.
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Middle-earth: Shadow of War
Sr. Tech Artist

Xbox One, PS4, PC

- Memory management.  Set up budgets for all departments and reviewed and enforced memory budgets.

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

- Environment art, policed assets, reviewed finished assets and ensured they adhered to the guidelines. 

- PIX performance profiling.

- Established dynamic fire-spreading system 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 and did initial pass on all levels and times of the day.
- Wrote Tool to convert mesh to new Heightfield Terrain tools.
- Wrote tools to automate animated cube map creation.
- Pre-computed volume meshes, Wrote a tool to make optimized shadow volume meshes in 3ds Max for use in the game.
- Maxscripts, PhotoShop Scripts and Actions, Python Tools, C# Tools, Maya Mel. 
- Wrote tools to automate and ID assets that were out of budget / Guidelines.  C# Asset View scripts.
- Helping others with internal tools, troubleshooting, and onboarding new employees. 
- Helped character art with new shippable LOD numbers and helped police their assets. 
- Created PC
Benchmark Level. Level layout, Character and FX placement, and Camera animation.


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

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

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


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

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

- Halfway through this project, I made the switch to tech art.  Wrote multiple tools to assist in 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 outsourcing 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 vast orc army using animated shaders and particle FX. Modeled and rigged gameplay turrets. 


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

Xbox 360, PS3, PC
- Level propagation and environmental storytelling.

- Created props and textures.

- First pass lighting.

- I optimized about half the single-player and most multiplayer levels toward the end. 

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

Besides the above titles, I worked on a number of projects that never saw the light of day. Engines used Unreal 4, Unity, Lithtech.

Zombie Studios
Dec 2002 - Aug 2007

America's Army: Special Forces

Lead Artist

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

Future Force Company Commander
Lead Artist, Level Design, FX

PC
This project was a serious game and sales tool used by 
DARPA and other next gen warfare systems.  Artist management, FX, vehicle rigging, map design, and environment art. I used the Gamebryo engine with the Mad Doc Software tools.


CQC - Close Quarters Conflict 
Lead Artist

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


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

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

©2025 by Polyleaf.  All Monolith content © Warner Bros. Entertainment Inc.

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