PLEASE talk to me
- (406) 270-3310
My passion is contributing to stories and bringing things to life. Like Frankenstein. Go and look at some of my monsters
I have been playing video games for as long as I can remember, and at a very early age I knew that I would play them forever. However, I had no idea that they would set me down the path I am on today. Video games taught me about story, which lead me to my Major in Media Arts, which got me an internship at MTV in New York. This got me a motion graphics position at a mobile game company in Silicon Valley, and now I work at a major PC and console game developer and publisher in Redwood Shores, CA as a cinematic designer. Video games have given me so much in life, and I plan on spending my life paying back the favor.
Well, here it is. A (hopefully) comprehensive look of me as a designer, both professional and personally, in under 2 minutes. Hopefully.
This video as to showcase the new Pirate character class in Trove. The objective was to show off the class' abilities and where it comes from in the game world to get players excited. Song was written and performed by Cole Marshall. Video editing, storyboard, graphics, and game capture was done by myself.
The large Fish and Ships update for Trove needed a video. I was responsible for storyboarding, editing, graphics, and video capture.
This video was to show off the Alcatraz update for Defiance. Video capture, storyboarding, graphics, and editing were all done myself.
Trion needed a video to promote Defiance's Valentine's Day event. I did video capture, storyboard, editing, and graphics.
The Aftermath Update for Defiance was my first Defiance Trailer, and first full video project for Trion Worlds. I was responsible for in game cinematic design, footage capture, editing, storyboard, and some sound design.
This motion graphic was made to help illustrate the process of how the Trove gaming community can build dungeons themselves and have them appear in the game for everyone to play. I storyboarded the graphic and designed in Cinema 4D/After Effects to voice track of the process.
Aeria Games went through a re-brand and needed a logo build for their new logo. I was involved throughout the entire logo design process, working on color and composition, and then went to work on the entire logo build.
A new trailer for the release of X-Men: Battle of the Atom on Android platforms. Motion graphics, asset prep, sound, and storyboard were all done by myself. Produced by Josh Laddin and Steve Joves.
I had an incredible opportunity to make this trailer for Marvel, which was debuted at Comic Con 2013. Motion graphics, asset prep, sound, and storyboard were all done by myself. Produced by Josh Laddin and Steve Joves.
This was a final project in a college course teaching animation. Built in After Effects but featuring frame-by-frame animation, this was a doozy.
I drew each frame of this animation on a 3x5 note card in pencil, them scanned them all and brought them into Final Cut Pro. I inverted the colors to make the lines to appear to be chalk.
I really wanted to make a frame-by-frame animation that reminded me Liquid Television on MTV in the old days. This is the product.
My fellow designer Steve Joves and I were charged with creating a cooperate video that illustrated Aeria Games as a company for our partners. Designed by myself, produced by Steve Joves.
As the soul motion designer at Aeria Games, I was tasked with the creation of a new way to feature games on their portal. Instead of going with the old image carousel they once had, we went ahead and created a video carousel. We also expanded this to include ambient video animation on landing pages.
This was a collaboration with a friend, Lindy Jones. We had to make a title sequence, and since we both liked the theme, we chose the film Public Enemies. Purely educational in purpose.
I really wanted to explore modeling in Cinema 4D, and loving the design of mechs in games lead me to make this.
I saw this company's logo on brandsoftheworld.com and thought it would make for a nice Cinema 4D exercise. This version features the logo where a rainbow resides, in the sky.
I saw a beautifully illustrated storybook of Somewhere Over the Rainbow and immediately thought, "I have to animate this!". I scanned every page into Photoshop and used After Effects to animate them.
I loved working on the trailer for Immortalis. This game combines my love for gaming with my love for folklore and mythology.
Sometimes when you're not given a lot to work with, you make a simple yet effective trailer that is all for the better. I think this Magimon trailer is a good example.
This is a motion design trailer for Monster Paradise, one of Aeria Games' first big successful mobile games on the iPhone.
Making trailers for card battle games can be tough, because you're not dealing (pun) with physical cards. I thought making them appear real in the trailer would help communicate this better.
I did the motion design, edited the footage, designed the logo build, and produced additional sound design for this trailer for Aura Kingdom, a free to play mmorpg from Aeria Games.
While working at Aeria Games, I never got to edit a horror trailer until FEAR. Editing, motion design, and sound were a blast in this project.
Made during my internship at MTV, this was an animated bumper for the Ogilvy awards. Collaboration with Inti Martinez.
This update for Arche Age was done in a developer diary style to better explain just how large the update it is, and was adverse affects it will have on gameplay. Color correction, final edit, motion graphics, and audio were done myself, editing, storyboard, and game capture was done by Cole Marshall, and video shoot was done by Chris Beckett and Andrew Chiaro.
I made a suite of class videos for Trion's "Trove" that needed bumpers at the end to inform users of our other content. Each class video has its own unique bumper that showcases its character.
The Trove development team wanted a short video to start their game, which would help to introduce the story and purpose for the player. I helped to write the script, drew up the storyboard, captured game assets, directed the rendering process of assets, and animated this video using After Effects and Final Cut.
Unveiled at Gamescom 2015, this dev diary was made to showcase the new character class for Rift, the Primalist. I was responsible for the final edit, color correction, lower thirds, and audio mastering.
The idea behind the game Devilian is that you are a hero who has been charged with fighting demons back to hell, however you can also change into demon form, using the demon's power against them for the good of mankind. In these title cards, I wanted to show the demon nature of the hero that was underneath their armor, always inside them waiting to be unleashed. The iron texture on the text is exploding off, exposing what lies beneath. Each title card progresses this idea more and more, until they are almost fully exposed. Each card would have video footage of gameplay in-between. For this project I used Cinema 4D along with After Effects for final effects and composting.
We went above and beyond with our usual Trove video workflow to really celebrate the major addition of Player vs. Player game modes in Trove. Taking game assets from Maya with custom animations and importing them into Cinema 4D, we created a new workflow and really customized our look for this video. Team mates on this were Matt Waggle, Andrew Chiaro, and Michael Dubois. 3D models were built and animated in Maya, Lighitng, materials, and rendering done in C4D, and VFX and compositing were done in After Effects.
Inspired by Dragon Ball Z, we made this video to showcase the Mantle of Power Expansion for Trove. I was responsible for VFX, compositing, and color correction. Done in After Effects, Premiere Pro, and Cinema 4D.
Inspired by the classic RPG tropes we know and love, we made this trailer to announce Trove was coming to consoles. I was responsible for VFX, compositing, and color correction. Done in After Effects, Premiere Pro, and Cinema 4D.