I've been working in the games industry as an artist since 2002. Ranging from concept art to production art, texturing and 3D modeling, I've worked on such franchises as Need for Speed, Sleeping Dogs, Battlefield and NHL. I am currently faculty and Program Coordinator for the Game Development program at KPU, teaching game art, modeling/sculpting, surfacing, rigging, animation and VFX. I freaking LOVE the Unreal Engine and virtual production!
Faculty/Program Coordinator at Kwantlen Polytechnic University (Entertainment Arts programs),
I have been in charge of creating and delivering the art curriculum for the Game Development program with Entertainment Arts. Ranging from environmental asset creation to character sculpting and texturing, rigging and animation and technical art/vfx. We cover every facet of games production in our 2 year program!
I've also taught classes in our other programs, and have created and delivered several workshops.
Sr. Instructor in the Advanced Game Design program at The CEA.
I have been in charge of creating and delivering the art curriculum for the Advanced Game Design program. Ranging from environmental asset creation to character sculpting and texturing and even rigging and animation. We cover every facet of games production in our 2 year program!
I've also taught modeling and surfacing in our VFX program, and have created and delivered several workshops.
I am currently updating all of our curriculum to take advantage of Blender 3.0!
An independent consultation service provider for the games industry. I have worked with many companies, both locally and internationally, working on existing IP's as well as developing new IP. Services include consultation, art and design.
Currently serving as the art instructor for the Game Art and Modeling/Animation courses in the Game Design program at Vancouver Film School. I teach art, beginning with Photoshop and fundamentals, moving onto foundational 3D modeling and UV'ing in Maya and Z-Brush. We then move on to rigging and animating, before finishing with having all of the aforementioned assets working in a variety of games engines.