young age, I have always had a passion for creating characters and the worlds they live in. I am a detail-oriented and determined professional artist, and exceptionally qualified to work in a
highly collaborative and deadline-based studio setting. I am confident that my creativity and skills are well-aligned with the responsibilities of such roles, as well as the atmosphere upheld
multifaceted artist and designer, I am inspired by all things imaginative and fantastical. My personal artwork is driven by the beauty of nature and the chaos of the animal kingdom. Having
built my own graphic novel universe, The Tales of Reverie, my approach to character design embodies the notion that each mood and attribute of a character must begin at the pen
last decade, I have worked as an illustrator and designer on a variety of projects. Most notably, I had the pleasure of designing backgrounds and worlds for The Midnight Gospel on Netflix. I was excited by the
opportunity to work with a close-knit team of artists that value creative ideas and exploration within the story-crafting process. This project highlighted my determined work ethic while
collaborating with fellow artists, both locally and remote, to successfully deliver the vision of Pendelton Ward’s unique worlds. Becoming accustomed to Titmouse’s animation processes was paramount, mastering my animation design skills using a Wacom Cintiq in Adobe Creative Suite. The
extraordinary worlds we created for Clancy to explore melded seamlessly with my personal imaginative art style.
animation industry experience was set in motion by my time at Clambake Animation, designing
backgrounds and props for a series on Cartoon Network’s Adult Swim. This being my first experience
in the animation industry, I was quickly able to translate my traditional arts background into the fast-paced, collaborative studio environment. Although the learning curve for drawing in
Photoshop on a Wacom tablet was steep at the time, I successfully created quality background designs on a tight production schedule that compelled me to sharpen my skills with agility and
versatility in animation design was strengthened when I entered the world of video game design. Designing for Hitpoint Games allowed me to hone my Adobe design skills, creating concept art of scenes and other elements for 3D artists to model. This role pushed my
digital art skills even further, as I was introduced to the video game industry pipeline and programs such as Autodesk Maya and ZBrush.