Character/Concept Artist

MOTIGA - March 2015 - June 2017

Senior Concept and Character Artist - GIGANTIC

  • Responsible for character concepts, both new, original characters and skins for existing characters.

  • Responsible for character model creation (Hi-poly, Low-poly and all textures) as well as skin weighting to supplied rig.

  • Delivery and integration of completed character assets within Unreal Engine 3.

RUNIC GAMES - May 2009 - January 2015

Art Director  - HoB  September 2013 – January 2015

  • Responsible for creation of art style guidelines and general direction for an undisclosed project.

  • Worked closely with all artists to ensure a cohesive and consistent style.

  • Worked with lead level designer and lead programmer on core game play mechanics and overall game design.

Senior/Lead Character Artist - Torchlight and Torchlight II  May 2009 – September 2013

  • Responsible for setting and keeping the high standard for character art quality with the in-house team and outsource character art.

  • Responsible for the creation of character models, textures, rigging and export for Torchlight and Torchlight II.

  • Designed and prototyped flexible player character armor system for Torchlight II

  • Managed all aspects of in house and outsourced character art including assignment, review, direction, clean-up and implementation of assets.

MYTHIC ENTERTAINMENT -  November 2004 – May 2009

Assistant Art Director - Warhammer Online: Age of Reckoning  September 2008 – May 2009

  • In charge of all aspects of the character art assets and implementation including:

  • Defined visual distribution/progress of armor items over the course the game.

  • Directed the visual design of character skill effects and overall timing.

  • Assisted in schedule creation for all character artists, outsource artists and effects artists.

Lead Character Artist - Warhammer Online: Age of Reckoning  March 2007 – September 2008

  • Ensured the quality and consistency of the character model and texture asset production.

  • Managed and scheduled character tasks including PC, NPC, and monster creation.

  • In charge of outsource work orders, daily feedback and asset approval.

  • Helped the Shanghai outsource team to hit our artistic standards through daily work reviews and feedback as well as taking a couple of trips to their studio in China for on-site review and training.

Character Artist - Imperator, Dark Age of Camelot, Warhammer Online November 2004 – September 2007

  • Responsible for the creation of character models, textures and some rigging for the Imperator, Dark Age of Camelot and Warhammer Online: Age of Reckoning projects.


  • Extensive experience with Low-Poly modeling in 3dsMax.

  • Familiarity with Hi-Res sculpting in Zbrush as well as creating current generation textures from a Hi-Res mesh.

  • Extensive experience in hand painted texturing, both realistic and stylized in Photoshop.

  • Proficient skin weighting in 3dsMax.

  • Extensive experience managing, leading and directing art teams both in house and off site.