Art Manager and Game Artist. I've led teams of 10-30 art students through complex tasks in high stress game dev environments. I was Art Director for these USC Advanced Game Projects (AGP):
A Slime In Time
In addition to being a full-time student, I dedicated 30-35 hours a week to A Slime In Time.
The A Slime In Time Art Team, that I managed and directed, put over 3,000 man hours into the project. A Slime In Time is the first AR game on the Microsoft HoloLens with Local Multiplayer and it's the first RTS on the Microsoft HoloLens.
A Slime In Time is a Augmented Reality RTS where a player can command a holographic slime army across the battlefield of their own living room! Battling other slimes or battling other players in local multiplayer matches. A Slime In Time is the first game on the Microsoft HoloLens to have local multiplayer.
A Slime In Time was developed for the Microsoft HoloLens, and is available here!
A Slime In Time was developed over about a year and a half as part of the University of Southern California's Advanced Game Project capstone class (April 2016 – May 2017). I was Art Lead on the project, managing 3 other artists (smallest AGP art team I ever managed) while also producing art for the game myself, including: 3D character and environment models, concept art, menu UI, the poster and other marketing assets.
A Slime In Time - Trailer
In addition to being a full-time student, I personally dedicated 30-35 hours a week to WideAwake.
The WideAwake Art Team, that I managed and directed, put over 8,500 man hours into the project.
The team developed 2 full 3D Characters (12 animations each), 3 unique 3D Enemies (4 animations each), 4 fully developed 3D Level Environments, and 15 3D Environment Prop Obstacles. We produced the all assets, from concept art all the way through to a rigged, textured, and animated model.
WideAwake is a beat-matching action-runner game, for mobile, that empowers the player to adventure through an Electronic Dance Music (EDM) inspired world. Harness the energy of electronic music from your favorite artists to overcome shadowy dubstep monsters and grow your character, your festival and your world with on your journey to the Electric Pantheon!
WideAwake was developed for all mobile devices iPhone 5 and up.
WideAwake was developed over about a year and a half as part of the University of Southern California's Advanced Game Project capstone class (April 2015 – May 2016).
I was Art Lead on the project, I was managing around 10-15 artists at any given time. The artists I managed were a mix of 2D, 3D, animation, and VFX artist, and this would be the largest team I ever directed and produced. I learned a great deal about managing an art pipeline to coincide with my artists own schedules (they were all unpaid volunteers) and the productions schedule of WideAwake as a whole. I also learned about the difficulties of bridging the Art Team and the Engineering Team, and how to overcome these difficulties.
I contributed to WideAwake less as an artist and more as an art director. Managing all the artists took too much time so I could not make art for the game, but I did make and distribute the games Art Guide (see last image), which was very effective and appreciated by the Art Team.
WideAwake Spring 2016 Trailer
King Basil's Quest for the Crown of Spudly Awesomeness
In addition to being a full-time student, I dedicated 30-35 hours a week to King Basil's Quest for the Crown of Spudly Awesomeness.
The King Basil Art Team, that I managed and produced, put over 6,500 man hours into the project.
Together, the team developed 4 Characters (4 animations each), 8 Units (4 animations each), 3 Defense Towers, 2 Level Challenge Units (3 animations each), 3 Level Environments, the UI (a HUD and 10 menus), a Poster, and 2 Cinematic Cutscenes. We produced the all assets from concept art to animated in-game asset.
"A king with royal hunger pains rallies his army to quest for discounted fried-potato products. King Basil Rumbledethumps, Lord of Cametot Keep in the land of Pomme-Frite, wants to get his 10,000th order of Tater Nuggs and his promised Crown of Spudly Awesomeness™ from neomedieval fast food giant Tater King, but Cametot’s branch has mysteriously closed. With reluctant royal intern Lynet 'Chip' Chipsworth in tow, Basil sets out to find an operating Tater King and get his Crown - to quest like no king has quested before."
King Basil's Quest for the Crown of Spudly Awesomeness is a comedic tower-offense adventure game, inspired by comedy classics such as Monty Python and the Holy Grail.
King Basil's Quest was developed for the iPad.
A browser build of King Basil's Quest is available here, for free!
King Basil's Quest was developed over about a year and a half as part of the University of Southern California's Advanced Game Project capstone class (April 2014 – May 2015).
I originally the team as a 2D Artist, but was promoted to Art Lead. I managed 10 artists on King Basil's Quest, all of them 2D artist, animators, and environment artist. I managed the entire art pipeline on King Basil's Quest, this was my first time undertaking the management of team like this.
More projects, including: Poppem! (500k+ downloads) and Tiki Pong (released on Google Tango, 2016).
A Slime In Time, WideAwake, and King Basil’s Quest for the Crown of Spudly Awesomeness were all developed as University of Southern California Advanced Game Projects.
AGP's are a large scale student game projects developed in a competitive entry class that last 1 year, though the development of the games typically begins 2-6 months before the class starts. The semester before the class begins, would be student teams must form (on their own initiative), make a prototype of the game they want to make an AGP, create a pitch deck for their game, and present the pitch to a board of professors. Once the winning teams are selected, the team Leads will start developing the game and recruiting their team members immediately, beginning in the summer and working until the end of the following fall and spring semesters. Teams are required to meet Alpha and Beta deadlines, produce a poster, website, and trailer for their game, and must prepare bi-weekly presentations for the professors concerning the games current state. No other structure is given in the class, teams are entirely responsible for the production of their game. At the end of the spring semester the AGP is considered done and is presented to industry representatives, in a event called Demo Day. Typically the next years AGP's begin development before the current AGP's have had their Demo Day.