Project Art-Director

Horizon: Call of the Mountain
2021 - 2023

As Project AD on this VR title my mission and focus was to bring the beautiful and majestic world of Horizon (PS4, PS5) to the PSVR2, using Unreal Engine 4, at the highest art quality possible.
I oversaw all game art creation, lead all art departments (35+ artists, plus outsourcing partners) and directed all media surrounding this title.

  • Daily feedback to all art departments on work in progress, and weekly meetings with art leads to check on progress, blockers, and scheduling

  • Directed trailers and marketing assets (edits/shot selection, camera composition, color-correction, finalization).

  • Assessed feasibility of schedules and deadlines and evaluated performance of both individual artists and art teams, to support personal growth and company objectives

  • Briefed all art departments, lead brainstorming sessions, and curated reference collections (either in documents, presentations, mood boards, or video reference edits)

  • Worked closely with Technical Art-Directors and level/asset/shader/VFX artists, to ensure graphical features and visual project goals were achievable in-engine, and managed small multidisciplinary strike teams prototyping gameplay, art-styles, and graphical features

  • Directed concept artists to create look-developmental key-art for use as a visual target throughout development.

  • Set up bespoke/procedural outsourcing art pipelines, reassessed existing pipelines to spot performance inefficiencies, identifying missing steps, and possibilities for optimization

Assoc. Art-Director

Horizon: Forbidden West
2019 – 2021

As Associate AD on Forbidden West I assisted directing the Cinematic Lighting Team (4–12 artists), and was responsible for 8 hours of ingame cinematic lighting and scene ambiences.

  • Created bespoke/final atmospheric and lighting setups for main and side-quest cinematics

  • Assisted in directing the cinematic lighting team with feedback and providing target lighting and grading mood-boards

  • Provided environmental and VFX feedback for in-shot background art

Snr. Env. Concept Artist

Horizon: Forbidden West
2017 – 2019

  • Concepted early day blue sky ideation for new tribes and locations in Forbidden West

  • Focused on bringing the San-Francisco environmental ecotope to fruition

  • Contributed to exotic locations with sketches, 3D mockups, and paints

Snr. VFX Artist

Horizon Zero Dawn
2014 - 2017

  • Created main and side quest VFX, cinematic VFX, and general environmental VFX

  • Collaborated with Andrew Schneider on the Nubis cloud tech (HRZ1 volumetric cloud rendering)

  • Made various bespoke environmental shaders (most of the shaders seen in the cauldron interiors)

  • Developed Houdini tools for the environment art team (automatic 3D snow on assets, auto vertex painting)

Snr. Environment Artist

Killzone Shadow Fall
2011 - 2015

  • Created all skyboxes and level extensions for Killzone: Shadow Fall.

  • Created 3D art, matte-paintings, VFX, and shaders.