Montreal, QC H2L 4H2
Bachelor of Fine Arts, May 2012
Major: Game Art & Design, Minor: Fine Arts
Ringling College of Art & Design . Sarasota, FL
Diploma with Honors & Awards in Visual Arts, 2008
St. George’s School . Vancouver, BC
Beaux-arts des Ameriques - Celebration. Juried group show. Montreal QC, 2017
Beaux-arts des Ameriques - Poetry Unspoken. Juried group show. Montreal QC, 2016
Ubisoft Montreal – Level Artist, Montreal, QC September 2016 - Present
FarCry 5 (In development)
Square Enix Montreal – Level Artist, Montreal, QC January 2014 - September 2016
Deus Ex GO (iOS, Android): Worked with a small team to help close the game for launch,
designed and created props for several levels.
Hitman GO VR (Oculus Rift, Gear VR): Worked as the lead artist with a small team to develop a VR experience based on the original release of Hitman GO.
Lara Croft GO (iOS, Android, Microsoft Windows, Windows Phone): Worked with a small team to create visual language, level art and lighting for the game. Worked in close collaboration with game designers, animators, programmers and UI designers. Created the 3D objects for the user interface. Winner of the 2015 Game Awards for Best Mobile Game. Winner of the 2016 New York Game Awards for Best Mobile Game. Winner of the 2015 Canadian Video Game Awards for Best iOS Game. Awarded Apple's 2015 Game of the Year. Awarded IGN's 2015 Best Mobile Game. Nominated for one BAFTA award.
Hitman GO (iOS, Android, Microsoft Windows, Windows Phone, PlayStation 4, PlayStation Vita): Authored all world maps. Worked with two other artists to create level art and lighting for the game. Worked in close collaboration with game designers, animators and programmers. Winner of the 2014 Canadian Video Game Awards for Best Game Design. Winner of the 2014 Canadian Video Game Awards for Best iOS Game. Nominated for two BAFTA awards.
Gameloft – Environment Artist, Montreal, QC July 2012 - January 2014
Unannounced Title: Worked with a large team to create levels that fulfilled design requirements, visual targets, and technical constraints. Responsible for layout design, modeling, texturing, effects, and physics objects. Trained and integrated new team members while providing leadership and support.
Modern Combat 4: Worked with a team of three artists to create blockouts, textures, models, layout, and lighting for four levels over a four month period. Worked in close collaboration with game designers while providing architectural, mood, pacing, pathing, and narrative ideas which critically contributed to the final game.
Gamestring – UI & UX Design Consultant, Vancouver, BC March 2012 - June 2012
Provided consultation for user experience and user interface design by administering general software testing and feedback for developers.
Radical Entertainment – Contractor, Vancouver, BC July 2006 - March 2007
Over the course of eight weeks, worked with a team of six within the Creative Services department to assist with in-house projects. Responsibilities ranged from generating and preparing internal media, providing detailed QA feedback for team members, and aesthetic input on game cinematic. As a result, input was later implemented into final cinematic. Asked to return several months later for additional work.
Moonbot IP Development Workshop – Selected Participant, Sarasota, FL April 2011
Based on portfolio entry, selected by an Academy Award Winning studio to participate in an interdisciplinary team to investigate, brainstorm, and develop a narrative IP. Obtained critical skills regarding IP development while effectively collaborating in a cross-disciplinary environment. Later pitched final product concepts to Moonbot Studios representatives.
Hasbro Traditional Sculpting Workshop – Selected Participant, Sarasota, FL March 2011
Under the direction of Hasbro artists and designers, acquired sculpting and articulation techniques used in traditional mediums and production development.
COMPUTER & ART SKILLS
Technical proficiency in 3D Studio Max, Maya, Unreal Development Kit, CryENGINE, Photoshop, nDo, dDo, ZBrush, Mudbox, XNormal, MeshLab, CrazyBump, Corel Painter. Fluent with management softwares such as Jira, Confluence, and Microsoft Office suite.
Abilities in concept art and visualization, observational figure representation, anatomy rendering, environment drawing/painting, and traditional clay sculpture. Adept with acrylic, watercolor, charcoal, and traditional ink medium techniques.
AWARDS & RECOGNITION
Best of Ringling Juror's Award for Game Art & Design Thesis, 2012
Selected by Greg Mitchell, Cinematic Director at Epic Games
Best of Ringling Juried Show, 2010
The Schultz Monetary Award for Fine Arts
Best of Ringling Juried Show, 2009
The 1st year Monetary Award for 2D Design