CONCEPT ARTIST-SKYDANCE INTERACTIVE: OCTOBER 2016-PRESENT
I went from being hired on as an intern in October 2016 to being a full time concept artist on PWND (an arena rocket shooter) focused in character design and skin concepts, then to taking on leadership responsibilities and working as one of the main concept artists and creating the art style for The Walking Dead: Saints & Sinners (coming out Spring 2018).
Over the course of about 2 years, I moved from being a junior concept artist to creating the art style for a game while the company was on the look for a new art director. During this time I was the only concept artist on the team and started working more with game designers to help design the game through my art. I focused on character design but also branched out more into environment designs, model paintovers, prop design, critiquing outsourced work, and much more. I worked with Skybound (owners of the Walking Dead franchise) as well to make sure the simple and colorful yet edgy and realistic art style worked for the franchise.
FREELANCE CONCEPT ARTIST/ILLUSTRATOR: 2013-2016
-Heritage Tree Films
-Broken Egg Games (Warmachine Faction Tokens)
-Sketchy Panda Games (Aberford Kickstarter)
-Tatum Games (Heroes vs Villains)
-Lightmare Studios (Infinity Wars)
-Smokey Bear Books
-ImagineFX: May 2016, Page 14
-Gamers For Good Gamer for Life Artbook
- Savage Insider: Volume 3, Cover
- Smokey Bear and the Hidden Fire: EBook, 2014
- Reaper's Rhythm, Clare Davidson, (alternate cover)
The Ultimate Fantasy- Light Grey Art Lab (2018)
Color Anthropology-Light Grey Art Lab (2017)
CONCEPT ARTIST/ILLUSTRATOR- NIGHTLIGHT INTERACTIVE (NOW AKUPARA GAMES): OCTOBER 2012-MAY 2014
I created character and environmental concept art, and in-game prop and furniture assets for the published mobile/PC/PS3 game title "Whispering Willows". This project allowed me a lot of freedom within a style I enjoyed, allowing me to problem solve within all stages of the project including early pre-production and become a visionary who set the foundation for the art style of the game. I also gained follow-through skills, taking sketchy designs and finalizing them to work as 2D assets months down the line.