Biography

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I have always enjoyed creating things, even as a kid, with LEGOs. As I got older, I got into playing games. I wondered if creating games was similar to playing with LEGOs. So, I researched on the different programs that were responsible for the art side of games, and decided to try out Maya, buying books to self teach myself. After a few months of that, I wanted more, so I started to research on different schools that cover this field. I found Westwood College to be the best for my needs, not only for cost, but for time as well.

At Westwood College, I had to switch from Maya to 3DS Max, as it was the standard program taught at the school. From this, I realized that I would have to use multiple different programs in the industry, so I adapted as quickly as possible. Not only did I enjoy learning and using 3DS Max, I was taught a new favorite tool for 3D art, ZBrush, which I learned with ease.

Despite learning all of these art programs, the reason I enrolled in Westwood College, I felt something was missing, although I could not quite place what it was. When I started my first World Building class, I realized what it was. I learned that I enjoyed constructing levels more than the actual modeling aspect of games. I have currently only worked with Unreal Engine 2 and 3, as well as the Neverwinter Nights Aurora Toolset, but I plan to broaden my horizon with the different editors available.

Outside of actually creating and building things, I found out that I love animation just as much as level designing. There is just something about bringing an inanimate model to “life” that brings me joy. I have worked with both 3DS Max and Maya, as well as their respective animation curve editors and am open to learning new ways to animate, whether it is with a new program, motion capturing, or anything else.

For a career, I would love to work in either level/world design or character animation. For designing, I can block in levels, design levels from concept art, work with lighting, volumes, movers, and most other technical aspects. If necessary, I can also 3D model static meshes for the areas I create. For animating, I am fluent with the curve editors, I have worked with both biped and bone rigs, I know the principles of animation, and I am excellent at lip synching. If I am needed for anything else, I will adapt and learn at a rapid speed.