WORK EXPERIENCE

In the press

Ubisoft Massive "Intelligence Annex" Division 1

Edge Magazine Top 100 Hot Developers, 2009

Ubisoft Insomnia 65, Tom Clancy's Brand, Host

Work experience

2016 - PRESENT

UBISOFT REFLECTIONS 

Development Director, Clancy IP 

Manage Tom Clancy's intellectual property as Development Director, Clancy IP. Includes management, creation, and approvals of weapons, tactical equipment and vehicles for Clancy themed content. Point of contact for tactical equipment licensing.

Have also provided logo creation, character profile writing, and narrative research. My role is officially classed as "Narrative and Realization" for Ubisoft.

In the press: Host at Insomnia 65 UK gaming event

In the press: Clancy 20 Year Anniversary Interview


2013 - 2016

UBISOFT RED STORM ENTERTAINMENT

Lead Character and Animation Artist

Led AAA character art and animation team for Tom Clancy's The Division 1. Was responsible for production, creation, and feedback loop for character assets to Ubisoft Massive’s Art Director and Producers. Also, provided prototype character assets for new titles, including Star Trek: Bridge Crew and Werewolves Within.

Awards Include: Studio’s "Rising Star"

In the press: Intelligence Annex the Division Character Modelling Interview


1998 - 2013

HIGH VOLTAGE SOFTWARE

Creative and Art Director

15 year career as studio creative and art director. Completed 50+ shipped games, designed original titles—Conduit 1 & 2, plus mobile ver., The Grinder, etc.

Awards Include: Named #61 on Edge Magazine's list of Top 100 Hot Developers, 2009

Nostalgia Collection

High Voltage Intro

Initiated and storyboarded this intro logo years ago.

The First Conduit Trailer

The very first Conduit trailer we ever produced. It's still damn cool!

Grinder Demo on IGN.com

Mr. Craig Harris hosted Eric and me on IGN to demo The Grinder.

I was featured in a wiki by our fan community.

Unseen 64 "The Grinder" 

Unseen 64 contemplates whatever happened to The Grinder. Well, it didn't fail from lack of trying. I'd call it bad timing and possibly some bad luck. Our Wii Grinder team was very talented.

Were we making a Splatoon Game?

We worked with Nintendo.