Always a doodler, world builder and lover of video games, I had dreamed of getting into the game industry since a young age and have been lucky enough to be working with some amazing teams on some incredible games for over a decade now.
I've worked in multiple engines including UDK, Unity, the Hero Engine, and Radiant, and worked in minor leadership positions on teams as small as 2 for independent titles and as large as 20 when everyone piles on to complete a multi-player map in Call of Duty.
In my spare time I keep building worlds, doodling places that don't exist and writing short stories about their scenery and artifacts. When I have some extra time, I also enjoy working on projects with friends. Small game jams, mods for published games, or even fully fleshed out projects.
I started as a level designer at Treyarch, but leaned heavily into the detailing and clipping elements of creating multi-player maps, working with a team in Radiant to take the intricately designed maps to meet artistic and metric standards.
After a few maps, I helped establish the "point" role, a sort of project manager who works across departments to help the build team track assets, tasks and solve overall map problems while generally improving pipelines.
- Unannounced Title - Map point - Unannounced
- Call of Duty: Black Ops 4 - Map Point - 2018
Working with Izzy Neuhaus, Virtually Competent started as a fun way to explore and game jam together, a place to do pixel art and grow as an artist, that eventually lead to a full game release and my only independently published title.
- Crystal Control 2 - Lead Artist and animator - 2016
At Zenimax Online I worked as a world builder and level designer on some launch zones and dungeons as well as multiple DLCs over the 5 years I was with them.
I worked closely with quest designers, writers and encounter designers to create spaces that were fun and visually reinforced the story being told.
- Summerset - Level Designer - 2018
- Morrowind - Level Designer - 2017
- Dark brotherhood - World Builder - 2016
- Thieves Guild - World Builder - 2016
- Orsinium - World Builder - 2015
- Elder Scrolls Online - World Builder - 2015
My first job out of college, Budcat was a small for hire studio that, for the most part, ported the Guitar Hero series to the PS2 and Wii. I worked as a prop artist, polyreducing instruments and set pieces before moving on to the lowpoly environments of Our House and finally leading a small team of environment artists in laying out and matching the art direction for the arcade hunting title Top Shot Arcade.
- Top Shot Arcade - Environment Art Lead - 2011
- Band Hero - Prop Artist - 2009
- Our House - Environment Artist - 2009
- Guitar Hero: Metallica - Prop Artist - 2009
- Guitar Hero 5 - Prop Artist - 2009
- Guitar Hero World Tour - Prop Artist - 2008
- Guitar Hero: Aerosmith - Prop Artist - 2008
This ramshackle abode on a once deserted island holds a few mysteries, but most recently is where off duty guards go to play poker.
This argonian struts his stuff after having his head fins styled by the fancy new barber in town.
One of my favorite pixel practices is making tilesets! I love to make intricate environments that I can craft out of kit bashing bits together. Here's a few from both game jams and just personal projects.
A long abandoned mine in the Eastmarch mountains is now home to giant, fuzzy white bears, as well as some giant, fuzzy white trolls. Neither are very friendly.
" A blossoming mound weaves it's way through forests and woods, spreading verdant and color as it goes. Appearing as a massive tangle of vines and bushes covered in flowers, fruits and blossoms, extending tendrils in all directions around it. The blossoming mound is considered by some cultures to be a kind of benevolent forest spirit, akin to the dryad." - Ash McAllan
Clatters and clank of monsters and minions echo from these gaping maws that gasp ancient air as you stand at the precise of adventure.
When I've got the creative energy in my free-time, I like to doodle places that don't exist and abstract shapes. Here's some such doodles!
A previously successful mine near the city of Vulkhel Guard, now littered with miners slain by the Veiled Heritance who are using the cave as their base of operations in the region.