Summary:
It hit me in 2007. For hours on end, I was designing car decals in Forza Motorsport 2 for not only myself, but others who requested my skills for their own vehicles. I enjoyed this so much, I knew that I had to do something in the video game industry. That's when I decided to go to an art school on nights and weekends when I wasn't working my 40-50 hours a week day job. Less than two years later, I moved to California to finish my degree and get closer to the game industry in Los Angeles. I've had a blast ever since.
After moving to California, I had the opportunity to connect and work with many wonderful people from around the globe. I've created art for game engine mods, produced nine games at one time, had the opportunity to help produce DLC for Fallout: New Vegas, managed testers and outsourced artists, and I've learned a ton about the ocean during the development of two ocean-related applications that I helped create.
I eventually connected with someone from POC/Mercury Systems, and I've been creating diagrams, illustrations, and other interesting graphics for the Aerospace & Defense industry for over a decade now.
After moving to California, I had the opportunity to connect and work with many wonderful people from around the globe. I've created art for game engine mods, produced nine games at one time, had the opportunity to help produce DLC for Fallout: New Vegas, managed testers and outsourced artists, and I've learned a ton about the ocean during the development of two ocean-related applications that I helped create.
I eventually connected with someone from POC/Mercury Systems, and I've been creating diagrams, illustrations, and other interesting graphics for the Aerospace & Defense industry for over a decade now.
Resume:
Contact:
Skills:
Skills:
- 2D and 3D animation, 360 and PS3 Development Kit experience, art outsourcing, asset tracking, budgeting, community management, customer service, iOS development, kismet, level construction/design, lighting, localization, milestone tracking, modeling (high and low poly), particle creation, project management, providing art direction, quality assurance, recruiting, Scrum, social media, studio management, texturing/shaders, unwrapping, website design.
Software:
- 3DS Max, Adobe After Effects, Adobe Audition, Adobe Flash, Adobe Illustrator, Adobe Photoshop, Adobe Premier, AutoCAD, Blender, CrazyBump, GitHub, Google AdWords, Google Analytics, Google Docs, Gimp, iLife, iWork, JIRA, Keyshot, Maya, Microsoft Office, Microsoft Teams, Perforce, Pivotal Tracker, Poser, SharePoint, Software Planner, TestFlight, Trello, Slack, XCode, ZBrush, Zoom
Engines:
- UDK Editor, UDK Mobile, Unreal Tournament 3 Editor, Unity, GECK
Languages (light experience):
- ActionScript, C#, HTML, Unreal Script
Additional Information:
- Detail oriented. Likes to be organized. Able to handle multiple projects at once. Critical thinker. Able to work under pressure and meet deadlines. Efficient worker. Passion for gaming. Have experience with global teams. Able to understand and utilize development pipelines. Experience tracking and sharing large amounts of information with team members. Able to direct and manage team members on various projects.
- 2D and 3D animation, 360 and PS3 Development Kit experience, art outsourcing, asset tracking, budgeting, community management, customer service, iOS development, kismet, level construction/design, lighting, localization, milestone tracking, modeling (high and low poly), particle creation, project management, providing art direction, quality assurance, recruiting, Scrum, social media, studio management, texturing/shaders, unwrapping, website design.
Software:
- 3DS Max, Adobe After Effects, Adobe Audition, Adobe Flash, Adobe Illustrator, Adobe Photoshop, Adobe Premier, AutoCAD, Blender, CrazyBump, GitHub, Google AdWords, Google Analytics, Google Docs, Gimp, iLife, iWork, JIRA, Keyshot, Maya, Microsoft Office, Microsoft Teams, Perforce, Pivotal Tracker, Poser, SharePoint, Software Planner, TestFlight, Trello, Slack, XCode, ZBrush, Zoom
Engines:
- UDK Editor, UDK Mobile, Unreal Tournament 3 Editor, Unity, GECK
Languages (light experience):
- ActionScript, C#, HTML, Unreal Script
Additional Information:
- Detail oriented. Likes to be organized. Able to handle multiple projects at once. Critical thinker. Able to work under pressure and meet deadlines. Efficient worker. Passion for gaming. Have experience with global teams. Able to understand and utilize development pipelines. Experience tracking and sharing large amounts of information with team members. Able to direct and manage team members on various projects.
Experience:
Company - Mercury Systems, Inc.
Location - Remote
Platforms - N/A
Dates Employed - December 2014 - Present
Position - Sr. Technical Illustrator
Location - Remote
Platforms - N/A
Dates Employed - December 2014 - Present
Position - Sr. Technical Illustrator
- I rejoined Mercury (formerly Physical Optics Corporation, or "POC") in 2014 full-time to help create 3D models, charts, diagrams, and other graphic designs for multi-disciplined team efforts (a team member has an idea for a product/solution to a problem, I bring that to life visually), while meeting deadlines and customer needs at the same time.
- I utilize 3D Studio Max, Illustrator, Keyshot, Photoshop, Poser, and ZBrush to render and design graphic illustrations.
- Act as a liaison between scientists and the graphics team to gather requirements for illustrations.
- Work on multiple projects at a time.
- Interview potential employees (includes reviewing resumes and giving art tests) of the Mercury graphics team.
- Direct and manage new employees within the graphics team.
- Created and keep organized a file resource system, both locally and online, for the graphics team to utilize during our graphic creation process.
- Created an online status document so that supervisors and other team members can know where each member of the graphics teams is at in regards to the projects they're working on.
- Recommend and help update the hardware and software tools used by the graphics team so that we can stay up-to-date with the latest technological trends.
- Help create graphics for Mercury's marketing and recruiting departments.
- Help with graphics/visuals for company presentations and proposals.
- Maintained an organizational chart for the entire company each week.
Company - Disney Consumer Products
Location - Pasadena, California
Platforms - Web for PC, Mac, Mobile
Dates Employed - July 2014 - September 2014
Positions - Quality Assurance Analyst
Location - Pasadena, California
Platforms - Web for PC, Mac, Mobile
Dates Employed - July 2014 - September 2014
Positions - Quality Assurance Analyst
- As a Disney Consumer Products team member, I completed website analysis, test case regression, and bug/defect reporting on a daily basis.
- All testing was done on either a Mac, PC, or mobile device (iOS/Android).
Company - Physical Optics Corporation (Acquired by Mercury Systems, Inc. December 30th, 2020)
Location - Torrance, California
Platforms - N/A
Dates Employed - May 2014 - June 2014
Positions - 3D Artist, Graphic Illustrator
Location - Torrance, California
Platforms - N/A
Dates Employed - May 2014 - June 2014
Positions - 3D Artist, Graphic Illustrator
- As a member of POC for a short contract stint in the spring of 2014, I created 3D models and graphic designs for multi-disciplined team efforts, while meeting deadlines and customer needs at the same time.
- I also acted as a liaison between scientists and the graphics team to gather requirements for illustrations.
- Finally, I utilized 3D Studio Max, Illustrator, and Photoshop to render and design graphic illustrations.
Company - UCode
Location - Hermosa Beach, California
Platforms - Mac/PC/Web
Dates Employed - October 2013 - December 2013
Positions - Programming Teacher, Marketing
Location - Hermosa Beach, California
Platforms - Mac/PC/Web
Dates Employed - October 2013 - December 2013
Positions - Programming Teacher, Marketing
- For a few months at the end of 2013, I was a member of UCode. While there, I helped teach kids from 7 years of age to 18 how to program their own games and websites. I also helped with the marketing side of things by handing out flyers and reaching out to potential customers via email.
Company - WemoLab (now Wevr)
Location - Venice, California
Platforms - iOS/Mac/PC/Web
Dates Employed - June 2011 - July 2013
Positions - Art & Level Designer, Community Manager Lead, Customer Support Lead, Production, Quality Assurance Lead, Studio Manager
Location - Venice, California
Platforms - iOS/Mac/PC/Web
Dates Employed - June 2011 - July 2013
Positions - Art & Level Designer, Community Manager Lead, Customer Support Lead, Production, Quality Assurance Lead, Studio Manager
- Superfugu (iOS)
- TheBlu (PC, Mac, Web)
- TheBlu (PC, Mac, Web)
- I was with WemoLab for a little over two years, wearing many hats during my time with the company. I started out as a Jr. 3D artist, and then transitioned into production and studio management roles. Over time, I began to help with accounting and recruiting, as well as project management and communication with various individuals from around the world for the Maker Platform. I have done an extensive amount of testing for all of the company's products during development, reporting bugs and providing feedback, while also leading a small QA team during each iteration. I've dabbled in video and image capture and editing for marketing purposes, played as a community manager creating and running our social media sites, did level design for the previously released iOS game Superfugu*, and was the main/only point of contact for customer support on all products.
* Note that Superfugu was removed from the Apple Store, and the version of theBlu that I worked on was altered to work in VR, after the company pivoted in a new direction.
Company - Doppelgames
Location - Los Angeles, California
Platforms - iOS
Dates Employed - June 2011 - September 2011
Position - Graphic Artist
Location - Los Angeles, California
Platforms - iOS
Dates Employed - June 2011 - September 2011
Position - Graphic Artist
- Nio Quest
- Other Unreleased Titles (iOS/Web)
- Other Unreleased Titles (iOS/Web)
- I worked on all of the 2D graphics for a few unannounced titles, as well as a formerly released title "Nio Quest*". I predominantly used Photoshop to create all the visuals, and utilized Xcode to get the work into the games. For Nio Quest, I did all the visuals/graphics that you see in the game (except for the main explorer character), and I did some advertising/marketing as well.
* Note that Nio Quest was removed from iTunes Store in 2012 when the start-up company was sold.
Company - Obsidian Entertainment
Location - Irvine, California
Platforms - PS3/XBOX 360/PC
Dates Employed - September 2010 - January 2011
Position - Production Intern
Location - Irvine, California
Platforms - PS3/XBOX 360/PC
Dates Employed - September 2010 - January 2011
Position - Production Intern
- Fallout: New Vegas DLC (PC, PS3, XBOX 360)
For a few months at the end of 2010 and into 2011, I interned at Obsidian Entertainment as a production assistant on Fallout: New Vegas DLC. Some of my daily activities included:
These are just some of the many tasks that I was given while at Obsidian Entertainment. It was a wonderful experience and I cannot thank them enough for the opportunity.
For a few months at the end of 2010 and into 2011, I interned at Obsidian Entertainment as a production assistant on Fallout: New Vegas DLC. Some of my daily activities included:
- Compiled feedback from the entire team for addressing game issues, and then using that compilation in team meetings, Bug reporting into programs like SharePoint and Software Planner, Uploading files and organizing the team's online SharePoint site, Helping to prepare documents/updates for publisher Bethesda, Setting up work stations for new interns/employees, Build testing on PC, PS3, and XBOX 360, Attending team meetings/Scrum, Updating icons for in-game, Video recording meetings, Language localization, Taking many notes, Video compression
These are just some of the many tasks that I was given while at Obsidian Entertainment. It was a wonderful experience and I cannot thank them enough for the opportunity.
Company - Game Wizards - School Modding Group
Location - Santa Monica, California
Platforms - PC/iOS
Dates - August 2009 - December 2010
Position - Environment Artist, Producer
Location - Santa Monica, California
Platforms - PC/iOS
Dates - August 2009 - December 2010
Position - Environment Artist, Producer
Environment Artist:
- Exodus (PC)
- Starfall
Producer:
- Freeze-E Frosty’s
- Lacuna
- Oasis
- Obstakill
- Rockbots
- Sprout
- Stackabull
- Techno Viking
- Victim
- Exodus (PC)
- Starfall
Producer:
- Freeze-E Frosty’s
- Lacuna
- Oasis
- Obstakill
- Rockbots
- Sprout
- Stackabull
- Techno Viking
- Victim
- I worked on multiple projects for Game Wizards, holding two different roles during my time at school. I started as an environment artist for the games "Starfall" and "Exodus" (PC), and then after those projects completed, transitioned to a producer for nine different games (PC/iOS).
Education:
School - Art Institute of California, Los Angeles
Location - Santa Monica, California
Degree - Bachelor of Science, Game Art & Design (2011)
Awards - Graduate Best Portfolio (Game Art & Design) - 2011
- Francisco Hurtado Memorial Scholarship Recipient - 2011
- Honor Roll (Earned 3.5 GPA during Winter Quarter) - 2010
- Dean's Honor Roll (Earned 3.8 GPA during Fall Quarter) - 2009
Location - Santa Monica, California
Degree - Bachelor of Science, Game Art & Design (2011)
Awards - Graduate Best Portfolio (Game Art & Design) - 2011
- Francisco Hurtado Memorial Scholarship Recipient - 2011
- Honor Roll (Earned 3.5 GPA during Winter Quarter) - 2010
- Dean's Honor Roll (Earned 3.8 GPA during Fall Quarter) - 2009
School - Ferris State University
Location - Big Rapids, Michigan
Degree - Bachelor of Science, Facilities Management (2006)
Location - Big Rapids, Michigan
Degree - Bachelor of Science, Facilities Management (2006)
Recommendations:
"I worked very closely with Hugh while I interned at WemoLab as an artist and community supporter. Hugh's dedication and commitment to any task he undertook was no less than inspirational. His astounding technical ability and flexibility as an artist encouraged me to really up my game to achieve the incredible standards he sets in every piece of work he undertakes.
I would very highly recommend Hugh to anyone in need of a hugely talented and dedicated person who has the ability and experience to adapt to almost any situation." - March 26th, 2014 Karl Coombs, 3D Model & Texture Artist for WemoLab --- Worked with Hugh on art and artist community support at WemoLab |
"As you can see from the wide variety of responsibilities Hugh held at WemoLab, he is a tremendously capable guy. Not only did he cross-train constantly, he did it well and managed to keep all of his projects and responsibilities on track. In a very challenging and demanding environment, Hugh did very solid, well-done work. He is also a total joy working with him. He has developed a broad skill as a result of his many responsibilities with WemoLab, he has great capability as a 3D artist, and he has something nothing but on the job training can provide: a real understanding of how important all the moving pieces of any business are and the ability to see things from a perspective much higher than any of his responsibilities.
Hugh provided a lot of very important support for me. I watched him learn and grow and I am happy to highly recommend him to anyone who wants to hire someone with talent, dedication, and understanding." - August 5th, 2013 John Bates, Evangalist for WemoLab --- Worked with Hugh on social media and outreach at WemoLab |
"I have worked with Hugh at WemoLab for more than a year in Quality Assurance. He has directed me clearly and maintained constant communication, answering any questions I had along the way. He is diligent, focused, and has a good sense of humor." - July 2nd, 2013
Doug Owen, QA Tester, WemoLab --- Reported to Hugh at WemoLab |
"Hugh is an amazing producer, QA Lead, community manager, customer relations expert, studio manager, and digital artist. Hugh is the perfect representation of a generalist who excels in many different fields. Moreover, he brings to work an excellent attitude and is willing to go the extra mile to make sure a project or task is completed. He is also an all-around great person which makes him a joy to work with every day of the week. Hugh will be an incredible asset to any organization, especially those who are looking for the best." - June 17th, 2013
Ben Miller, Lead Designer, WemoLab --- Managed Hugh at WemoLab |
"Hugh has worked alongside me and a team of eight developers and artists. Hugh has fulfilled more than one role for our organization; I have worked with him nearly 2 years.
Hugh would be a valuable member of any firm with his Game Production experience and commitment to the job and company at hand. He is proficient in Game Art Design, Leading QA assurance, Studio Management, Customer Support and more - utilizing softwares such as Maya, 3D Studio Max, Zbrush, Unity3D, Photoshop, JIRA and Pivotal Tracker. Throughout his employment with Wemo Lab, he has demonstrated remarkable talent with Game Art Design and simultaneously served an instrumental role in our QA process. Hugh lead our QA efforts and ensured that Wemo Lab delivered top-quality products. He is able to deliver results under pressure and with tight time constraints. Where needed, Hugh took initiative to provide staff support and administrative maintenance for Wemo Lab’s products. Hugh is, without a doubt, a gifted individual and will be a strong asset to any organization that he joins." - June 14th, 2013 Richard Girges, Sr. Software Engineer, WemoLab --- Worked with Hugh at WemoLab |
“Hugh is a pleasure to work with. He is diligent, reliable, and an independent thinker/creator. The characters he created for our mobile game were fantastic.” - August 23, 2011
Top qualities: Great Results, Personable, High Integrity Peter Wilkniss, COO, Doppelgames, Inc. --- Hired Hugh as a Graphic/Web Designer in 2011 |
“Hugh is a pleasure to work with. He is punctual, communicative and creative. He worked hard on our latest game release and the assets he created have been well received. I look forward to working with Hugh again in the future.” - August 22, 2011
Brent Bushnell, CEO, Doppelgames, Inc. --- Managed Hugh at Doppelgames, Inc. |
“Hugh was an excellent producer at Game Wizards. He is always very well organized and his top priority is to help the students as best he can. His communication skills are top notch and he would never hesitate to let me know if changes needed to be made to the project. He is very easy to talk to and more than willing to help with any problems that may arise. It has been an honor to work with Hugh and I would gladly accept him as my producer again if given the chance.” - September 24, 2010
Amanda Massie, Volunteer Animator, Game Wizards --- Reported to Hugh at Game Wizards |