Fun Machine // President, Studio Director ................................................................................................................2011-Present
Michael co-founded Fun Machine, an independent game studio developing games for the digital distribution market (Mobile-Social-PC-Console). Fun Machine is dedicated to producing high quality games with an emphasis on originality, story, characters, and FUN.
As President/Studio Director of Fun Machine, Michael is involved with every aspect of running the studio including business development, client relations, strategic planning, partnerships, project management, and staffing. He also lends his visionary Art Direction to every project we develop.
Credits:
- Whole Foods' AWESOME EATS! (coming early 2012 for iPhone and iPad)
Disney Interactive // Art Director .......................................................................................................................... 2009-2011
Helped develop the award-wining art style for Disney’s Epic Mickey. Also worked on visual development for a new, original IP for (codename Project Orange).
Credits:
- Disney's Epic Mickey
- Project Orange
MegaSquad Studios // Studio Director .......................................................................................................................... 2007-2009
Founded MegaSquad Studios in Austin, TX to provide creative services for Games, Films, and TV industries. As Studio Director, I handle business development and Art Direction for all projects. I am involved with every aspect of running the studio including daily business operations, client relations, project management, pipeline development, scheduling, risk assessment, and staffing. I’m also a very “hands-on” Art Director contributing Animation, 3D modeling, Texturing, Rigging, and Concept Design.
Credits:
- DC Universe Online – (PS3, PC)
- The Break Room – (Animated TV series, in production)
- Long After Midnight – (Indie Film, release in 2010)
- Guilty Party (cinematics) – (Wii - in production)
- Mushroom Men (cinematics) – (Wii, DS)
- Christianson AC – (TV commercial)
- Aliens: Colonial Marines (cinematics) – (PS3, X360, PC)
- Legendary (cinematics) – (PS3, X360, PC)
- Velvet Assassin – Print Article for Playboy (Dec 2008)
- The Simpsons Ride – Universal Studios (Virtual Ride Film)
- Gamestop – (TV commercial)
- Age of Booty – (X360)
KingsIsle Entertainment // Lead Artist ................................................................................................................................ 2005-2007
As Lead Artist, I provided Art Direction for an exciting new genre of MMO game development (social networking). I managed a large team of artists providing Art Direction, leadership, mentoring, tool design, pipeline development, scheduling, risk assessment, staffing and outsource management. To establish the game’s art style, I created a playable “art prototype” that served as a style guide throughout full production.
Credits:
- Socia – (MMOG, still in production)
The Animation Farm // Creative Director ........................................................................................................................... 2004-2005
As Creative Director, I managed the art team while constantly pushing the creative boundaries of the studio. Responsibilities include 3D modeling, rigging, animation, textures, graphic design, and just about anything else related to Art Production. In addition to asset creation and leading the art team, I also played a key role in Biz Dev by bringing new contracts/clients into the studio.
Credits:
- Aeon Flux (cinematics) – (PS2, Xbox)
- Stubbs the Zombie: Rebel Without a Pulse – (Xbox)
- The Biscuit Brothers – (TV series)
Skylab Entertainment // Creative Director ....................................................................................................................... 2002-2004
Co-founded Skylab Entertainment in Austin, TX. Hired and managed a large team of artists, programmers, and designers. Worked on a third-person action/vehicle game entitled Hell on Wheels. Responsibilities included Art Direction, 3D modeling, rigging, animation, textures, game design, story writing, and conceptual design.
Credits:
- Hell on Wheels – (Xbox, PC - unreleased)
Alias|Wavefront (now Autodesk) // Application Engineer ...................................................................................... 2001-2002
Conducted product demonstrations of Maya, a 3D modeling and animation software package. Created models and animations used for marketing materials, educational courses, and trade shows. Conducted Maya training classes (beginning to advanced). Provided direct support and training for all North American game clients. Evaluated code updates of Maya and worked closely with the research and development team to improve future software releases.
Gathering of Developers (Godgames) // 3D Technical Director ....................................................................... 2000-2001
Built and managed the “ToolBox”, an online game asset library consisting of 3D models, textures, sounds, and motion files. ToolBox allowed game developers to download production ready assets through a user-friendly Internet application. Hired and managed a team of programmers and artists to build the database, export/import assets and support the Website. Worked closely with game studios to evolve the database to their specific game project needs.
Ritual Entertainment // Art Director ...................................................................................................................................... 1996-2000
Co-founded Ritual Entertainment in Dallas, TX. Hired and managed a team of 25 artists, programmers, and level designers. Responsibilities included daily business operations, Project Management, Art Direction, Game Design, Story writing, Conceptual artwork, 3D modeling, Animation, and textures.
Credits:
- Heavy Metal: FAKK2 – (PC)
- SiN – (PC)
- Quake: Mission Pack #1 – (PC)
3D Realms Entertainment // Art Director of Marketing ............................................................................................ 1994-1996
Created marketing and packaging materials for Apogee and 3D Realms’ products.
Credits:
- Duke Nukem 3D – (PC)
- Shadow Warrior – (PC)
- Terminal Velocity – (PC)
- Xenophage – (PC)