Experience

PerBlue May 2022–Current

CCO/Head of Art

  • Executive leadership, advising and supporting the CEO on studio matters

  • Overseeing multiple projects at different stages, providing top-level creative direction, input on pipelines, and resourcing

  • Managing relationships with external partners and publishers

  • Working with the Art Manager/Art Leads to approve and update titles, rubrics, and salaries for all artists, working closely with the COO and Operations team

  • Coordinating with the production team on roadmaps/schedules, tasking, and advising on budgets

  • Mentoring and advising artists

  • Collaborating and supporting all departments across the studio, including but not limited to, product, marketing, live ops, QA, and business intelligence

  • Additional responsibilities include art direction and pitching new projects

RECUR Oct 2021–Apr 2022

VP of Art/Art Director

  • Built and grew the art department- a team of 18+, which included multiple CreativeDirectors, Art Directors, motion designers, concept artists, and 3D modelers

  • Assisted in defining the titles, rubric, and salaries for all artists, working closely with the VP of People

  • Part of executive leadership, advising and reporting directly to the senior executive staff

  • Working closely with the VP of Production and the producers on art scheduling, tasking, and assisting in producing art budgets

  • Mentoring and advising artists, including contractors, external teams, and vendors across the globe

  • Oversaw multiple NFT projects in different stages of development: Star Trek, Nickelodeon, Hello Kitty, CareBears

  • Collaborated and supported all departments across the studio, including but not limited to, marketing, live ops, and QA

  • Additional responsibilities, when art directing, included creating mood boards, preliminary sketches/ideation, providing feedback, and creating concept art (including characters, environments, UI, icons, etc)

PerBlue Dec 2020–Oct 2021

Studio Art Director/Leadership

  • Managed the art department- a team of 10+, which included multiple art leads and seniors with their direct reports

  • Assisted in defining the titles, rubric, and salaries for all artists, working closely with the COO and Operations manager

  • Part of studio leadership, advising and reporting directly to the C-level

  • Coordinated with producers on art scheduling, tasking, and assisting in producing art budgets

  • Mentored and advised artists, including contractors, external teams, and vendors across the globe

  • Oversaw multiple projects in different stages of development

  • Collaborated and supported all departments across the studio, including but not limited to, marketing, live ops, QA, business intelligence, and production

  • Additional responsibilities included creating mood boards, preliminary sketches/ideation, providing feedback, and creating concept art (including characters, environments, UI, icons, VFX, etc)

Devoted Studios June 2019–Dec 2020

Executive Art Director/Principal Concept Artist

  • Oversaw and art-directed multiple projects simultaneously, including but not limited to pre-production, look development, and production

  • Managed client relationships per project, typically as the main point of contact for art

  • Coordinated with producers on art scheduling, and tasking, and assisted in producing art budgets

  • Mentored and advised artists, including contractors, external teams, and vendors across the globe

  • Built and managed multiple art departments while collaborating with other departments and leadership

  • Additional responsibilities included the creation of mood boards, preliminary sketches/ideation, providing feedback, and creating concept art (including characters, environments, UI, icons, VFX, etc)

FoxNext Games June 2017–June 2019

Marvel Strike Force, Art Director/Project Lead

  • Oversaw all art, including marketing, the visual art style, and 2d/3d pipelines

  • Managed the licensing relationship with Marvel to obtain various approvals and maintain brand quality

  • Oversaw the entire art scheduling, including coordinating with producers, and managing the budget for the same

  • Mentored and advised artists to further their skills and career development

  • Helped build the Art Department, including hiring internal and external staff and managing outsourcing

Kabam Los Angeles/Tapzen June 2013–June 2017

This Means War, Associate Art Director

  • Helped coordinate 2d art in day-to-day tasks

  • Worked closely with the Senior Art Director, Senior Producer, and Creative Director

Zynga Los Angeles Jan. 2009–June 2013

Empires & Allies and CoasterVille, Franchise Art Director

  • Created and designed the visual art style and 2d pipeline, in addition, coordinated 2d and 3d artists

  • Worked closely with the Studio Art Director, Senior Producer, and Design Department

Electronic Arts Los Angeles Oct. 2003–June 2009

Senior Concept Artist/Art Lead

Camacho, Senior Concept Artist

  • Created several key characters and two “inspirational” background paintings

Command and Conquer – Red Alert 3 and Uprising expansion, Senior Artist

  • Built characters, props, and buildings, and fully integrated them into the game

Boom Blox (Spielberg Wii puzzle block game), Senior Production/Concept Artist

  • Helped prototype original sets and was responsible for characters from modeling, texturing, and rigging

  • Worked closely with the Art Director to polish initial designs and with outsourcing during initial production

Medal of Honor: Airborne (XBOX 360), Vehicle Lead and Epoxy Associate Art Director

  • Led the creation and design of all high-end vehicles for the game and painted nose-art/pinup works

  • Epoxy, an internal management team for outsourcing. Wrote art documents, reviewed art for various projects, and trained internal and external artists

Medal of Honor: Vanguard (PS2), Artist

  • Assisted in finalizing the game

Medal of Honor: Pacific Assault (PC) and Medal of Honor: European Assault (PS2), Artist

  • Created 2d and 3d assets for environment backgrounds for in-game levels

Taldren, Inc. June 2002–Sept. 2003

Black 9, 3d Modeler/Texture Artist

  • Created 3d characters, vehicles, and environments in Autodesk 3ds Max, and painted textures in Photoshop

SKILLS

Studio/Creative Executive leadership, Art direction, department management; art fundamentals (2d, 3d, Photoshop); preproduction; production; outsourcing and budgeting

EDUCATION

The Art Institute of California-Orange County, B.S. in Media Arts and Animation May 2003

OTHER

WEEARTS (convention and gallery artist, fan art showcased in multiple articles and social media) Autodesk (instructed two-part character creation Maya master class at Siggraph 2007 with Shinichiro Hara). Freelance Art Director and artist (2d and 3d artwork)

  • Clients: Image Comics, Aftershock Comics, Boom Comics, Meptoys, Green Wolf Studios, Fox, Technicolor, Supergiant Games, RobotUnderdog, Ismahawk