Technically speaking, I’m an artist.

About

There have always been two sides to my interests: the technical and the artistic. Ever since I can remember, I’ve struggled to maintain the constant balancing act between them.

For me, I had a technical focus throughout high school. I took Computer Science classes, getting an intermediate understanding of C++, Java, and HTML. At the same time, partly because of my exposure to the first Pixar movies, I began to gain a keen interest in 3D art and computer graphics.

I started college as a Computer Science major at Texas A&M University. Working through my classes, I had one thing on my mind at all times: I wanted to somehow put my technical knowledge together with my love of computer graphics. After my first year of college, I realized that Texas A&M, at the time, only had a graduate program that fit that goal.

Knowing that I needed to find artistic training,  I transferred to the Savannah College of Art and Design. Intent on using my knowledge of Computer Science to my advantage, I chose Interactive Design and Game Development as my major and Technical Direction as my minor. In March of 2009, I graduated with a Bachelor of Fine Arts.

In April of that same year, I started work as a Technical Artist at Louisiana Immersive Technologies Enterprise. (www.lite3d.com) There, I worked with various real-time engines, and spent time producing and testing script-based solutions using Python. My main focus at LITE was always the workflow and pipeline for artists from DCC packages to run-time.

The largest part of my career so far, was spent working at DreamWorks Animation. There, I learned the ins and outs of working within a production pipeline and schedule. I also gained plenty of experience supporting and preparing for artists on a production.

If there is one thing my education has taught me, it’s that wherever I go, I will always carry my technical and artistic skills with me. I intend to incorporate both in each and every project I tackle.