WORK EXPERIENCE
Crystal Dynamics, San Mateo CA January 2022 - Present
Level Designer
"Unannounced Project"
• TBA
Crystal Dynamics, Redwood City CA January 2016 - December 2021
Level Designer
"The Avengers: War for Wakanda Expansion" (PC, Playstation 4 and 5, Xbox One and Series X, Stadia)
• Help develop map and activities found in Patrol Mode
• Create and develop parts of the Raid experience for Wakanda expansion
• Setup combat encounters and improve flow/layout for all characters
"The Avengers" (PC, Playstation 4 and 5, Xbox One and Series X, Stadia)
• Collaborated development on procedural interior level spaces
• Experimented with AI and combat setups
• Brainstormed, concept-ed and laid out co-op activities
• Built out several levels, layouts, game objectives and side quest activities
• Shaped out traversal elements, built out traversal paths for all heroes
• Create, balance and maintain Warzone levels/missions
"Shadow of the Tomb Raider" (PC, Xbox One, Playstation 4, Stadia)
• Created gyms to develop puzzle mechanics for the game
• Explored and created game objects to develop possible puzzles and mechanics
• Brainstormed, conceptualized puzzle layouts and flow
• Built level types: traversal, puzzles, and connectors
• Integrated cells, portals and occluders for game performances
"Rise of the Tomb Raider DLC" (PC, Xbox One, Playstation 4, Xbox 360)
• Content creation of exterior and interior level layouts for a procedural generating level system
• Object creation (pick up items)
• World built and set dress procedural environments, caves and crypts
• Worked with other designers to create levels supporting different game types (score challenge mode)
Crystal Dynamics, Redwood City CA December 2013 - January 2016
Associate Environment Artist
"Rise of the Tomb Raider" (PC, Xbox One, Playstation 4, Xbox 360)
• Create and optimize assets/textures/materials
• Worked with Designers/Artists develop city module kits
• World built and set dress hub environments, crypts and caves
• Integrated destructible objects
• Worked with Tech Artists to develop art optimization methods and tools
"Lara Croft Temple of Osiris" (PC, Xbox One, Playstation 4)
• Asset creation, textures and materials
• Responsible for reward room level layouts and designs
• Set dressed parts of the over world, all tomb types and environments
• Constructed and tuned our destructible and interact able objects
• Resolved graphic, level and game play bugs
Deep Digital Design, Los Angeles CA January 2011 - November 2013
Lead Artist
"In Ruins" (PC)
• Supervised and ensured quality from remote artists
• Preserved historical relevance of Japanese architecture, customs and culture for the project
• Worked closely with level designers on gray boxed levels
• Applied game dynamics: destructible/animated assets, animation blending technology
• General art tasks such as: Modeling, texturing, rigging, animating, and lighting
Game Wizards, Santa Monica CA April 2009 - December 2010
Lead Artist/Environment Arist
"Freeze-E Frosty's" (PC)
• Developed and defined art style and pipeline
• Trained junior artists in workflow/pipeline, modeling and animating techniques/principles
• Expanded skill sets of art team in game engine, VFX, and animation
• Responsible for building and lighting all levels of the entire game
• Delegated in marketing/branding/marketing the game
• Tasked with modeling, texturing, rigging, animating
• Structured and maintained asset creation and shader network
• Assisted in creating and editing dialogue and sound effects for the entire game
"Exodus" (PC)
• Collaborated work in level design
• Oversaw art quality of project, organized pipeline through "Scrum", and debugged/cleaned up assets
• Trained artists in texturing and modeling techniques
• General art tasks such as: Modeling, texturing, organizing and troubleshooting game content
"Starfall" (PC)
• Modeled and textured assets and props
• Cleaned and touched up existing artwork
SKILLS
• Level, combat and puzzle layout
• Creating player path/flow through play spaces with multiple objectives
• Creating/developing Environments/Props/Rigging/Animation/Lighting
• Specialized in creating 3D Models (low-poly / high-/poly), UVs, Textures, Material Shaders
• Skilled in 3D Studio Max, Maya, Zbrush, Photoshop, Illustrator, Crazy Bump
• Proficient in Visual Scripting, Substance Designer/Painter, xNormal, Premiere, After Effects, Soundbooth, Preforce
• Game Engine Experience: Unreal Engine 5, Horizon
• Leadership skills for building and motivating a cohesive team
EDUCATION
The Art Institute of California Los Angeles
"Bachelor of Science in Game Art & Design" - year 2011
AWARDS
Outstanding Achievement in Game Art and Design
Crystal Dynamics, San Mateo CA January 2022 - Present
Level Designer
"Unannounced Project"
• TBA
Crystal Dynamics, Redwood City CA January 2016 - December 2021
Level Designer
"The Avengers: War for Wakanda Expansion" (PC, Playstation 4 and 5, Xbox One and Series X, Stadia)
• Help develop map and activities found in Patrol Mode
• Create and develop parts of the Raid experience for Wakanda expansion
• Setup combat encounters and improve flow/layout for all characters
"The Avengers" (PC, Playstation 4 and 5, Xbox One and Series X, Stadia)
• Collaborated development on procedural interior level spaces
• Experimented with AI and combat setups
• Brainstormed, concept-ed and laid out co-op activities
• Built out several levels, layouts, game objectives and side quest activities
• Shaped out traversal elements, built out traversal paths for all heroes
• Create, balance and maintain Warzone levels/missions
"Shadow of the Tomb Raider" (PC, Xbox One, Playstation 4, Stadia)
• Created gyms to develop puzzle mechanics for the game
• Explored and created game objects to develop possible puzzles and mechanics
• Brainstormed, conceptualized puzzle layouts and flow
• Built level types: traversal, puzzles, and connectors
• Integrated cells, portals and occluders for game performances
"Rise of the Tomb Raider DLC" (PC, Xbox One, Playstation 4, Xbox 360)
• Content creation of exterior and interior level layouts for a procedural generating level system
• Object creation (pick up items)
• World built and set dress procedural environments, caves and crypts
• Worked with other designers to create levels supporting different game types (score challenge mode)
Crystal Dynamics, Redwood City CA December 2013 - January 2016
Associate Environment Artist
"Rise of the Tomb Raider" (PC, Xbox One, Playstation 4, Xbox 360)
• Create and optimize assets/textures/materials
• Worked with Designers/Artists develop city module kits
• World built and set dress hub environments, crypts and caves
• Integrated destructible objects
• Worked with Tech Artists to develop art optimization methods and tools
"Lara Croft Temple of Osiris" (PC, Xbox One, Playstation 4)
• Asset creation, textures and materials
• Responsible for reward room level layouts and designs
• Set dressed parts of the over world, all tomb types and environments
• Constructed and tuned our destructible and interact able objects
• Resolved graphic, level and game play bugs
Deep Digital Design, Los Angeles CA January 2011 - November 2013
Lead Artist
"In Ruins" (PC)
• Supervised and ensured quality from remote artists
• Preserved historical relevance of Japanese architecture, customs and culture for the project
• Worked closely with level designers on gray boxed levels
• Applied game dynamics: destructible/animated assets, animation blending technology
• General art tasks such as: Modeling, texturing, rigging, animating, and lighting
Game Wizards, Santa Monica CA April 2009 - December 2010
Lead Artist/Environment Arist
"Freeze-E Frosty's" (PC)
• Developed and defined art style and pipeline
• Trained junior artists in workflow/pipeline, modeling and animating techniques/principles
• Expanded skill sets of art team in game engine, VFX, and animation
• Responsible for building and lighting all levels of the entire game
• Delegated in marketing/branding/marketing the game
• Tasked with modeling, texturing, rigging, animating
• Structured and maintained asset creation and shader network
• Assisted in creating and editing dialogue and sound effects for the entire game
"Exodus" (PC)
• Collaborated work in level design
• Oversaw art quality of project, organized pipeline through "Scrum", and debugged/cleaned up assets
• Trained artists in texturing and modeling techniques
• General art tasks such as: Modeling, texturing, organizing and troubleshooting game content
"Starfall" (PC)
• Modeled and textured assets and props
• Cleaned and touched up existing artwork
SKILLS
• Level, combat and puzzle layout
• Creating player path/flow through play spaces with multiple objectives
• Creating/developing Environments/Props/Rigging/Animation/Lighting
• Specialized in creating 3D Models (low-poly / high-/poly), UVs, Textures, Material Shaders
• Skilled in 3D Studio Max, Maya, Zbrush, Photoshop, Illustrator, Crazy Bump
• Proficient in Visual Scripting, Substance Designer/Painter, xNormal, Premiere, After Effects, Soundbooth, Preforce
• Game Engine Experience: Unreal Engine 5, Horizon
• Leadership skills for building and motivating a cohesive team
EDUCATION
The Art Institute of California Los Angeles
"Bachelor of Science in Game Art & Design" - year 2011
AWARDS
Outstanding Achievement in Game Art and Design