Game Art And Design
Video games often carry the stigmata that they are useless, diabolical creations designed to target a society's youth to attack their levels of productivity and brainwash them to take part in senseless acts of violence and vanity. However, having grown up playing games I can perceive the vast potential that lie behind the collection of colorful pixels and being an artist as well as an avid gamer, I see games not only as an enjoyable past time, but also as a form of stress release, a method of story telling, and an artistic medium. Over the years I have ventured into countless virtual worlds, and helped create a few myself.
Modding Experience in: [Sorted from most to least]
Command & Conquer TD/RA/TS/RA2/Renegade/Generals/W3D Engine
Half-Life 2 Source Engine
Unreal Engine 3
C&C Reborn - Texture Artist, Promotional Artist, 2D Artist, Assistant PR
A mod bringing the world of Command & Conquer: Tiberian Sun into that of Command & Conquer Renegade, the C&C Reborn development team has been applauded by many for breaking the boundaries of the old, limited W3D game engine with their professional artwork and technical abilities. The mod has both been endorsed and supported by Electronic Arts, who sponsored the team in their presentation of an early build of the game at the Leipzig, Germany Games Convention in 2005.
Red Alert: A Path Beyond - Texture Artist, Promotional Artist, 2D Artist, Assistant PR
Re-creating the world of C&C Red Alert into the first person perspective of C&C Renegade, RA: APB was the first in regards to professional total conversions on the Renegade W3D Engine. Sharing several of their development members, RA: APB and C&C Reborn often worked side by side with pooled resources resulting in much collaboration between the two teams. RA:APB, too, was sponsored by EA to be presented at the Leipzig Games Convention 2005.
Dystopia - Texture Artist for 3rd-Party Fan Mappers
A cyber-punk mod on the Source Engine, Dystopia's active player base and community spawned countless maps and personalized objects. Being a competitive player with close ties to several big names in the community, I was able to offer my services to mappers and clan members in need of textures and artwork. A handful of these individuals eventually found their way onto the official development team.
All work done from 2004-2006.













