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About the Artist
I began my career in college in 2000 as a drafter for an architectural firm, Fraley Stricker Architects and later Stricker Cato Murphy Architects, specializing in telecommunications facilities. My training in visual art and affinity for technology made me a natural for the position. Soon, I branched off in the same company simulating photographs in Photoshop to portray what completed projects would look like.
A year and a half later, I moved to another firm in the same industry, Pacific Telecom Services, to start up the drafting department. After about a year and a half, I was promoted to CAD manager and began managing the team. Balancing production drafting, 3D renderings, photographic simulations, and team management was no easy task, however I excelled under this constant pressure.
Architecture was not my passion, however. My dream lay in the world of 3D art. So I left the world of telecom and went to work for Markie Nelson Interior Design as a CAD Specialist and Interior 3D Renderer.
It was here that my portfolio came alive. Learning lighting and materials helped me to create stunningly realistic 3D renderings that boosted my work into the realm of gaming, where my true ambition lie.
I began my first gaming contract in January of 2006 with Microsoft Game Studios working on Forza Motorsport 2 as an environment artist. After my contract there ended, I was contracted by Liquid Dragon Studios, in Bellevue, WA. I was promoted to a full time employee seven months later, and continued to work there until the studio closed in September of 2008. I just completed 2 contracts at Bungie Studios, completing the 3D art pipeline for Halo: Reach and am now a permenant team member at Griptonite Games / Glu Mobile.
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