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Bio
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As an 18 year veteran of game development, I excel at creating visually stunning experiences that actively engage players across the world.  I've had the privilege of working with several world-class studios, including Sony, Disney, Activision, Blizzard, Bungie, Microsoft, Apple, and many more.  Throughout this journey I have learned to master multiple art styles ranging from hyper-realistic to stylized spanning many genres.

Whether working with established franchises or making a game from scratch for new game systems, each project has helped me learn several innovative and creative aspects of making games, including leadership and team-building roles.   As a creative leader I always push the boundaries for art and strive to achieve the highest quality product to match brand and player expectations.  

I believe that it takes a steady vision and strong foresight to successfully reach the completion of a project.  This is accomplished through team-focused leadership accompanied by mentoring, allowing individuals to grow to reach their full potential.  A cohesive vision is the glue that allows everyone in development to understand the creative and technical challenges of making games.

BIO

Work
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DEVELOPMENT

As a seasoned leader in the game industry, I have been blessed to work on a wide range of artistic endeavors from epic cinematics to engaging real-time games.  With a heavy focus on character art, I've spearheaded the development of several unique artistic visions and developed robust pipelines throughout my career. 

With my strong understanding of form, design, and style my goal is to bring lasting memorable moments to real-time gaming and beyond.  These skills guide me in creating rich and diverse games that have engaged millions of players.  

 

From the eclectic Ada-1, the curator of the Black Armory in Destiny 2, to the bubbly and wacky world of Crash Bandicoot N.Sane Trilogy I've been able to explore a broad range of styles that have expanded my skillsets exponentially.

Blending art with the more technical side of game development has always been the challenge of making new and impactful products.  Using my knowledge of newer tools and techniques I've successfully led projects that have enamored players for close to two decades.

 

On Crash Bandicoot I designed a staggered modeling approach that allowed us to create content efficiently and at high quality without impacting downstream dependencies.  Doing this enabled the team to create a modern product that was true to the origins of the original Crash games hitting the exact nostalgia that players wanted.  

 

Using this philosophy on the Tony Hawk Pro Skater 1+2 release, I created a pipeline for the real-life Pro Skaters, meeting the de-aged look they expected.  With a combination of 3D scans and a universal character pipeline, we created a product that felt fresh and didn't impact other larger systems within the project's vast amount of rigging and animation requirements.

 

Outsourcing, a major component of modern game making, is another key area where I have vast experience.  With the increase of fidelity and game scale, timelines would balloon out of control without its use. Having a properly planned outsource pipeline is vital to ensure art is delivered at a high quality within the scheduled needs of production, both large and small.

I have had the privilege to work on several genres of games and platforms, from mobile to AAA development.  With each project I always look to push the boundaries of what's been done before, both artistic and technical. This is what drives me as a creative leader and will keep driving me going forward.  After it's all said and done, everything comes back to the players. I look to exceed their expectations and continue to engage them with new experiences every opportunity I am given.

Leadership
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