A lifelong learner and storyteller at heart, I enjoy new challenges and keep an entrepreneurial mindset. I have a wide range of interests from emerging technologies, games and interactive media, to film and TV. I believe in the team as the most important resource and love helping others grow. With over seven years of professional experience I've held many art roles over the years, from freelance 3d artist to art director.
Substrate Games was founded to create a forward-thinking foundation built on the combination of beautiful and engaging interactive design with accurate science and modern pedagogy. My responsibilities include the development of our business model, leading fundraising efforts, engaging with potential customers and other key stakeholders, managing day-to-day operations, and spearheading new product development. To date I've played a key role in securing a $225k SBIR seed funding round, closed several software licensing deals, and led the launch of two products.
During my time in an art director role I primarily led the visual design efforts on the Meta!Blast cell biology game and related content. I directed and mentored a team that ranged from 2 to 8 student or recently graduated artists, refined the visual design to better support high-level project goals, implemented an industry-standard art pipeline, and created novel workflows to address unique project requirements such as the transfer of high-resolution molecular data to a game-ready format.
I served as the Entrepreneurial Lead (EL) on a three person I-Corps team in the Michigan cohort. I-Corps is a rigorous and highly selective program developed for the National Science Foundation by Steve Blank from Stanford, and hosted by VentureWell. It follows the Lean Startup methodology which emphasizes customer discovery and customer validation to inform critical business model pivots.
I was responsible for leading the customer discovery efforts, developing our business model canvas, and for initial, weekly, and final presentations to the teaching team and other cohort members. Key focus was on identifying customer segments and learning their pains to invent compelling value propositions, and ultimately achieve product-market fit.
I created a two part tutorial series in issues 111 and 112 of 3dcreative covering my creature design process from initial design to final presentation.
I had the opportunity to contribute to the Ravaged DLC as a support asset artist and created several environmental props for the Asylum map. This was my first experience using UDK/Unreal Engine 3 in production.
I was contracted to create five different small 3d environments from concept to completion for use in Unity 3 on the Virtual Auction project. I also worked on prop assets for the environments, both from scratch and modification of existing stock assets.
As a student artist I worked on the Meta!Blast project being developed at the Virtual Reality Applications Center. My primary task was to model and texture production assets in collaboration with more senior artists.