Experience

2003 - 2024

My journey in game art has been both diverse and rewarding.

I’ve led international art teams, helped kickstart the indie game movement in the early 2000s, and even became a dad along the way.

Whaler Studios

2014 - Now

Creative Director
Game Artist
Graphic Designer
In 2014 I relocated to Portland, Maine, I founded Whaler Studios with a mission to support indie game developers by leveraging my expertise in design, development, and project management.

For the last decade, I’ve collaborated with a variety of clients, working on projects that span from casual games to AAA titles.

At Whaler Studios, my goal is to help indie developers bring their creative visions to life through stunning visuals and dependable development processes. I’m always eager to connect with like-minded creatives and continually expand my skills in game development.

Spotkin

2011 - 2014

Cofounder
Art Director
Producer
In 2011, I co-founded Spotkin in Eugene, Oregon, alongside some of my former partners from Pushbutton Labs.

As Art Director, I led the visual development of our mobile and educational games, with Contraption Maker being a standout achievement. This title, in particular, became a hit in classrooms, bringing fun and creativity to learning.

Beyond my creative responsibilities, I co-produced our projects, managing both the in-house art team and external contractors. As a co-founder, my contributions extended to business development, office management, and leading our marketing efforts.

My role at Spotkin was dynamic and demanded both creative and practical problem-solving. On any given day, I could be found managing teams, 3D modeling, handling trademark filings, engaging with the press, restocking snacks, or ensuring that bills were paid on time.

Pushbutton Labs

2008 - 2011

Cofounder
Art Director
Producer
In 2008, I co-founded Pushbutton Labs alongside several former coworkers from GarageGames. Building on our experiences at GarageGames, our vision at Pushbutton Labs was simple: create great games while having fun.

After years in the AAA gaming industry, we set out to stay ahead of the curve by developing open-source technology for the next generation of developers. We recognized the potential of non-traditional platforms like Flash, where developers were already creating amazing games, and we wanted to help bring those experiences to a wider audience.

Alongside developing our own tech, we also focused on creating original games. As the company’s Art Director, I was responsible for shaping the overall artistic vision from start to finish.

By 2011, our efforts supported over 65 million monthly active users (MAU) across our games, along with an additional 35 million MAU for third-party partners, including major brands like ESPN.

What started as a one-person art team grew into a department of 35 in-house artists, supported by two dozen contractors. One of our flagship titles, Social City, attracted over 15 million users and won Best Social Network Game at GDC Online 2010.

One of my favorite memories from Social City was raising the bar for visuals in online Flash games, and seeing the impact through the many clones that followed.

In 2011, Pushbutton Labs was acquired by Disney Interactive.

GarageGames

2003 - 2008

Art Director
Producer
Founded in 2000, GarageGames introduced the Torque Game Engine, a pivotal tool for indie game development. I was fortunate to join during a transformative period, contributing to the evolution of game creation.

In 2003, I took a bold step by leaving college to become the second artist at GarageGames, even sleeping in my car for two weeks to make it work. With no clear path into the games industry at the time, I jumped at the chance to learn from seasoned professionals who were pushing boundaries with innovative projects.

Initially, I handled art development for Torque Game Engine demos and updates. My background in graphic design also helped enhance the company’s marketing efforts.

GarageGames played a key role in the growth of the independent games movement, which led to exponential company growth, eventually expanding to a team of over 100 developers, artists, and professionals.

In 2007, GarageGames was acquired by Barry Diller's IAC.

After the acquisition, I took on larger leadership roles, overseeing art, design, and programming teams for several of our in-house game projects.

In 2008, missing the 'garage' days and driven by an entrepreneurial spirit, I left the company to pursue new opportunities. The legacy of GarageGames continues to thrive in various companies and projects that followed in its footsteps, including Unity and several open-source game engines.

© 2024 Whaler Studios LLC. All Rights Reserved.

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