I have been creating game assets for 20 years, have worked on both console, PC and mobile, and enjoy working in various mediums, formats and styles. As an Art Generalist, I've gained valuable experience in all facets of the creative process within game development. My career has included in-game artwork, cinematic content, UI, outsource management, concept art and marketing materials.
I am currently a Principal Artist at Relic Entertainment. 
Age of Empires IV
I have spent the last 5 years on Age of Empires 4, where I have played a key part in developing the material and texturing pipeline using both Substance Designer and Substance Painter. As a Principal Artist, I have lead a team in creating a robust material library, and worked closely with the rendering team to construct a powerful and efficient texturing workflow that allows artists to make beautiful art in record time for this ground breaking RTS.
The following is a quick rundown of how the material and texturing pipeline worked on Age of Empires 4.
AoE IV buildings with materials applied.
AoE IV buildings with materials applied.
Some more samples of the hundreds of materials created for Age of Empires 4. Everything seen below was created entirely in Substance Designer and is completely procedural.
Brick Wall 21
Brick Wall 21
Rubble Piles 02
Rubble Piles 02
Plaster Daub 01
Plaster Daub 01
French Institutional Roof Shingle 04
French Institutional Roof Shingle 04
French Thatch 01
French Thatch 01
HRE Metal Roof 03
HRE Metal Roof 03
Stone Floor 01
Stone Floor 01
Stone Wall 01
Stone Wall 01
Wood Planks 05
Wood Planks 05
Sultanate Thatch 01
Sultanate Thatch 01
Sultanate Thatch 03
Sultanate Thatch 03
Abbasid Stone Trim 01
Abbasid Stone Trim 01
English Windows 01
English Windows 01
Sultanate Fabric 01
Sultanate Fabric 01
Naval Trim 01
Naval Trim 01
Company of Heroes
Previously, I had spent 7 years on the Company of Heroes franchise, working on everything from Company of Heroes 1, Company of Heroes Online, Company of Heroes 2, and all expansion products in between. During this time I was able to contribute in all facets of art production including modeling, texturing, cinematics, concept art and UI.
Benjamin the Boogieman
Assets from Benjamin the Boogieman - all created in 3D Studio Max, Substance Designer and Substance Painter. For more information about this project, visit the Mobile Development section of my portfolio.
Cobble 01
Cobble 01
Grass 01
Grass 01
Sand 01
Sand 01
Mountain 03
Mountain 03
Coral 01
Coral 01
Mud 01
Mud 01

Fish concept art.

Fish shown in Painter.

Rise 'n' Shine
A selection of assets from Rise 'n' Shine - all created in 3D Studio Max and Photoshop. For more information about this project, visit the Mobile Development section of my portfolio.
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