May 2018 - Present   Niantic 

Bellevue, WA


3D Artist

  • Collaborate with the art director and designers in creating moblie-device optimized 3d models, animations, and icons.

  • Create high resolution 3D models for concept art or for use in
    marketing campaigns.

  • Generate 3D renderings of different styles adhering to the project art

May 2012 - May 2018   Fun Bits

Seattle, WA


Art Director

  • Contribute to and maintain the visual direction through environment modeling and lighting.

  • Collaborate with designers and concept artist in creating characters in a range of styles with an emphasis on character design.

  • Sculpt high-resolution character models in Mudbox and convert them to game ready models with textures using Maya.

  • Responsible for modeling, rigging, and animating game characters as well as vehicles.

  • Established and maintained the visual development pipeline for internal art team on multiple AR/VR projects including the HTC Vive, Oculus, and other platforms.

  • Mentored interns, junior artists, and aided in team development along with improving pipeline workflows and best practices.

  • Contributed to and maintained the visual direction through environment modeling and lighting.

  • Budgeted resources and managed milestones, schedules and creative vision with art team while maintaining the high level goals for the IP.

  • Worked with the engineering team in creating the lightmapping workflow and pipeline.

  • Worked closely with design,engineering, and production to meet franchise needs.

  • Assessed new tools created by engineering to ensure they were art friendly.

  • Worked with proprietary engine from inception to establish art pipelines.



Sept 1999 - April 2012   Zipper Interactive

Redmond, WA


Senior Modeler/Animator . Lead Cinema Artist . Designer

  • Led a team of animators and artists in pre-production and production for MAG and SOCOM 4. Responsible for lighting characters, environments, and polishing mocap for cinematic events.

  • Worked with engineering team to establish a cinematic pipeline through tool development in lighting, scripting, and animation.

  • Worked with an outsourced studio in capturing mocap for cinematics in SOCOM 4.

  • Worked with a DP in establishing Cinematic look and blocking out camera shots. Animated characters (mocap and keyframe), animals, vehicles, and props for SOCOM 3 and SOCOM 4.

  • Contributed in establishing the look of the characters through concept drawings and concept models for both MAG and SOCOM 4.

  • Designed and modeled environments for both single and multiplayer maps for SOCOM: U.S. Navy SEALs and SOCOM II.




Dec 1999   Knot Theory

Seattle, WA



  • Contract work animating a mascot for the International Soccer League. Commercial included four 10 second spots that would be shown separately and combined to promote and celebrate the European soccer league in the year 2000.




July 1999 - August 1999   Knot Theory

Seattle, WA


Lead Animator/Modeler

  • Contract work that involved researching innovative methods for modeling and animating characters. Helped explore benefits and drawbacks of using single mesh characters versus object based characters.




June 1999 - July 1999  Bricoworks

Seattle, WA


Lead Animator/Modeler

  • Contract work involving the research and prototyping of art for unannounced IP. Worked with Art director in exploring new avenues for characters and environments.




June 1998 - May 1999   Crave Entertainment

Seattle, WA



  • Production artist for Sony Playstation RPG title “Shadow Madness”. Modeled, textured, and animated the enemy monsters and hero characters.




22+ years in games development

Experience with: Maya / Photoshop / Zbrush / Mudbox / Unity Engine/ Unreal/

Modeling / Animation / Character Concept / Lighting




  • Pokemon Go / Mobile (2016)

  • Squids From Space / PC (2017)

  • Orbital Loop / Google Daydream (2017)

  • Fat Princess Adventures DLC / PS4 (2016)

  • Fat Princess Adventures / PS4 (2015)

  • Escape Plan - Directors Cut / PS Vita (2012)

  • Escape Plan - The Underground / PS Vita (2012)

  • UNIT 13 / PS Vita (2012)

  • SOCOM 4: U.S. Navy SEALs / PS3 (2011)

  • M.A.G. / PS3 (2010)

  • SOCOM: U.S. Navy SEALs - Fireteam Bravo 2 / PSP (2006)

  • SOCOM: U.S. Navy SEALs - Fireteam Bravo / PSP (2005)

  • SOCOM 3: U.S. Navy SEALs / PS2 (2005)

  • SOCOM II: U.S. Navy SEALs / PS2 (2003)

  • SOCOM: U.S. Navy SEALs / PS2 (2002)

  • MechWarrior 3: Pirates Moon / PC (1999)

  • Shadow Madness / PlayStation (1999)




2005 Animation Mentor Online


1996 - 1998 Art Institute of Seattle Seattle, WA

AAA in Computer Animation


1991 - 1995 University of Washington Seattle, WA

BA in Interdisciplinary Arts


1994 University of Washington Seattle, WA

Animation Extension Class

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