Morrass
I started as an environmental artist at Idol Minds, a small independent studio in Boulder, CO in 1999. We managed to ship 4 titles in the four year period I was there. This is where I first started to dabble in the dark arts called Technical Art. After four years, I found myself at RockStar San Diego as a full time Technical Artist. I really learned a lot about how far Maya could be pushed and significantly improved my knowledge and development of pipeline and tools for production. I had the privilege to be a guest speaker at GDC 2004 where Wade Schinn and I gave a talk called "Maya for Games - Tools & Pipelines in Maya." After a year at RockStar I left with ten other people to help form a new THQ studio called Concrete Games. Here I also had the opportunity to become a lead; however with the Technical Art team that I was responsible for, I couldn’t have been happier. After a little over three and a half years, the studio closed and I moved over to BottleRocket Entertainment. After a year of working on the shared tech group supporting multiple games at BottleRocket, I relocated to the Silicon Valley to Crystal Dynamics/EIDOS. In 2013 I moved back East to Huntsville, AL to work at SAIC. Here I have been exposed to UE4, Unity, VBS and tons of new and sometimes daunting issues to solve. I have been focusing on helping with managing and scheduling the 3-6 projects all running simultaneously as well as still trying to stay relevant with scripting.