Principal Artist - Presentation at Monolith Productions (WB Games) (2021-11 – 2025-04)
- Designed comprehensive cinematic systems for Wonder Woman project, focusing on seamless integration between gameplay and authored cinematics
- Architected procedural conversation and smart editorial systems with context-driven character animations that maintain narrative flow during gameplay transitions
- Developed real-time emergent scene technology enabling cinematic moments to trigger dynamically in unknown locations with undefined actors and unpredictable dialogue
- Created innovative camera systems for dynamic combat and traversal that preserve player agency while enhancing cinematic storytelling
- Established cinematic workflows and trained cross-disciplinary teams on procedural content systems, ensuring sustainable production processes
- Conducted technical reviews and quality assurance to maintain consistent content delivery across all cinematic implementations
Senior Advanced Artist/Animator - Presentation at Monolith Productions (WB Games) (2021-03 – 2021-11)
- Designed procedural editorial system integrating real-time cinematic content into gameplay, emphasizing emotional tone preservation and seamless story flow
- Collaborated with engineering teams to develop sequence-based tools for gameplay cinematics that adapt to player choices and environmental variables
- Created pre-visualizations and prototypes for interactive NPC storytelling features that blur the line between gameplay and cinematic presentation
Advanced Artist/Animator - Realization at Monolith Productions (WB Games) (2012-10 – 2021-03)
- Pioneered procedural combat camera systems for Middle-earth series, delivering visceral power fantasy experiences through dynamic cinematography
- Designed and implemented emotional Nemesis interaction systems including Domination, Last Chance, Finishers, Kill Cams, and Obituary Cams for personalized player-Nemesis relationships
- Developed comprehensive training programs for cinematic artists on procedural systems, optimizing team efficiency and knowledge transfer
- Created scalable cinematic solutions that supported thousands of unique player-generated narrative moments per gameplay session
Technical Art Lead at Snowblind Studios (2009-02 – 2012-10)
- Architected complete cinematic system pipeline including procedural conversation systems and comprehensive character lighting workflows
- Led real-time cinematic production overseeing all in-engine cinematic assets, production timelines, and technical implementation
- Directed performance capture and scene blocking in collaboration with writers and animators to optimize storytelling delivery
- Established systematic naming conventions and metadata standards enabling automated content integration and procedural shot selection
Character Art Lead at Snowblind Studios (2006-07 – 2009-02)
- Designed character production pipelines with focus on customizable assets and dynamic material systems
- Partnered with engineering teams to create artist-friendly tools that enhanced workflow efficiency and creative iteration
- Implemented scalable character lighting systems supporting both gameplay and cinematic presentation requirements
Environment Artist / Motion Graphics Artist at Snowblind Studios (1993-12 – 2006-07)
Justice League Heroes
Character Artist at Snowblind Studios (1993-12 – 2006-07)
Champions of Norrath
Co-Founder / Art Director at Uberplay (1993-12 – 2006-07)
RPG Project Development
Partner / Art Director at Counterpoint Studios (1993-12 – 2006-07)
Broadcast Design & Event Production