Experience
Hyperkinetic
apr 2017 - present
random art guy
- Responsible for upgrading and creating new art assets in all area of the game, in order to bring the game to Early Access ship-able state.
- Tasks includes particle vfx, lighting, UI, sprite / sprite animation, and C# scripting.
Skydance Interactive
(formally Workshop Entertainment)
founder/partner, oct 2007 - apr 2017
Archangel ( PSVR / Oculus Rift / HTC Vive )
lead vfx / lead technical art
- Responsible for creating master shaders, optimization, art/technical workflows, and tools for environment art team and vfx team.
- Responsible for planning and creating front-end environment and vfx, as well as various other vfx, including weapons and shield.
Gears of War 4 ( Xbox One / PC )
senior vfx
- Responsible for vfx for escape-themed levels, as well as attack helicopter's weapons vfx, including particles, shaders, and blueprint scripting.
- Responsible for maintaining schedule and communication with our partners at The Coalition.
art director
- Responsible for leading an art team of approx. 10 artists for PvE maps, maintaining schedule, and communication with our partners at Obsidian Entertainment and mail.RU.
- Responsible for minimap creations of PvE maps.
The Evil Within ( Xbox One / PS4 / Steam )
art director / lead vfx
- Responsible for leading an art team of approx. 20 artists for next-gen upgrade, maintaining schedule, and communication with our partners at Tango Gameworks and Bethesda.
- Responsible for various environment vfx, water and blood shaders, and R&D on next-gen graphic features.
lead vfx / lead technical art
- Responsible for most vfx, including particles, shaders, post-process, cinematic planning, and kismet scripting.
- Responsible for various graphic features R&D, including toon/stylized shader, out-line post-process, post-process-based fog.
Torpex Games
oct 2006 - jul 2008
Schizoid ( Xbox 360 Live Arcade )
the art
- Responsible for planning, design, and production of all art assets in the game, including all Live Arcade backgrounds and marketing materials.
Treyarch / Activision
aug 1998 - oct 2005
Spider-Man 2: The Movie Game ( Xbox / PS2 / Gamecube )
art director / lead vfx
- Responsible for leading an art team of approx. 20 artists, maintaining schedule, creating new art workflow and technical requirements to support new streaming engine.
- Responsible for maintaining overall visual vision and city map design, as well as various environment and AI vfx.
Minority Report: Everybody Runs ( Xbox / PS2 / Gamecube )
senior vfx
- Responsible for implementing all environment vfx and destruction vfx, including particles and scripting.
Spider-Man 1: The Movie Game ( Xbox / PS2 / Gamecube )
senior vfx
- Responsible for implement all in-game vfx, including scripting, environment, combat, AI, and cinematic.
Max Steel: Covert Missions ( Dreamcast )
senior vfx / animator
- Responsible for implement all in-game vfx, including scripting, environment, combat, AI, cinematic, and character animations.
Draconus: Cult of the Wyrm ( Dreamcast )
vfx artist / animator
- Responsible for implement all in-game vfx, including scripting, environment, combat, AI, cinematic, and non-VSIM character animations.
EA Sports Triple Play 2000 ( N64 )
3D modeler
- Responsible for modeling of baseball stadiums.
Farsight Studio
may 1998 - jul 1998
EA Sports NCAA Football '99 ( PC )
freelance 3D artist
- Responsible for modeling of football stadiums.
JVC Digital Arts Studio
dec 1996 - feb 1998
Little Red Schoolhouse ( Kids PC ) [canceled]
3D modeler / animator
- Responsible for modeling of environment and characters, as well as their animations and cinematic cut-scenes.
Iron John Hawk: Shards of Power ( PC )
jr. 3D modeler / animator
- Responsible for cinematic animation of death sequences, as well as post-render touch-ups.
Univ. of Pennsylvania,
School of Medicine
sept 1994 - aug 1996
Research Specialist
- research and ran experiments exploring the mechanism of cancer drug cisplatin and its effects on HMG-1 and HMG-2 proteins in cells.
- research and ran experiments exploring the topology of NMDA neuron receptors in effort to control it's activation in the event of brain stroke.
- published four articles in Molecular Pharmacology and Biochimica et Biophysica Acta.
Skills
particle system, shader (node-based, some experience in cg), post-process, lighting, modeling, non-character animations, scripting (Unreal Kismet/Blueprint, Unity C#), various optimization and workflow techniques.
Proficiencies
Unreal 3.x/4.x Engine, Unity 5.x Engine, id Tech 5, various proprietary engines. 3D Studio Max, Photoshop, After Effect, C#, Flash.
University of Pennsylvania
1990 - 1994
Bachelor of Arts (BA)
Majors
- Biology
- Biological Basis of Behavior
Minors
- Chemistry
- Psychology
Sunny Hills High School
1986 - 1990