18 of experience delivering large-scale content for AAA games, virtual production, and feature films — including leading outsource pipelines for modular weapons, vehicles, props, and environments in a major MMO at ZeniMax Online Studios (parent company to Bethesda Softworks).
Proven record managing full-lifecycle content production pipelines from initial planning through final implementation, ensuring all deliverables meet high visual, technical, and storytelling standards.
Skilled at building and overseeing scalable outsource workflows, vendor onboarding, clear communication strategies, and productive partnerships across North America, Europe, and Asia.
Deep understanding of the AAA game development process, with hands-on experience integrating outsourced assets into Unreal Engine 5 and proprietary engines.
Adept with industry-standard project management tools: Jira, ShotGrid, Confluence, Monday.com, Box, and Miro; familiar with Hansoft.
Strong foundation in both creative direction and technical supervision — experienced in cross-discipline collaboration with Art, Design, Engineering, and Narrative teams to align visual content with gameplay and story needs.
Hands-on expertise with Maya, 3ds Max, Substance Painter, Houdini, ZBrush, Photoshop, and Perforce; skilled in asset validation, texel density planning, geometry optimization, and material setup for game-ready delivery.
Overview
11
11
years of professional experience
Work History
Outsource Lead Art Manager
ZeniMax Online Studios
01.2023 - Current
Company Overview: Parent company to Bethesda Softworks.
Led the end-to-end outsource pipeline for modular weapons, vehicles, drones, props, and environment assets on a large-scale AAA MMO.
Managed day-to-day communications, priorities, and expectations for multiple vendors worldwide; delivered high-quality assets on schedule while maintaining budget targets.
Created and enforced vendor onboarding documentation, naming conventions, and technical guidelines to ensure consistency and scalability.
Developed custom Maya tools for scene validation, export automation, and clean Perforce submissions, reducing review cycles and preventing rework.
Directed daily review cycles, delivering feedback via annotated screenshots, video notes, and curated paintovers to maintain high creative alignment.
Oversaw final ingestion and validation of assets, ensuring pivot accuracy, correct scale, animation-ready geometry, texel density compliance, and optimized texture packing.
Collaborated closely with internal Art, Design, and Engineering teams to integrate outsourced assets seamlessly into gameplay and narrative contexts.
Parent company to Bethesda Softworks.
Virtual Art Department Lead
NBC Universal
01.2023
Company Overview: Metropolis Series.
Built and documented the asset management and QC pipeline; created Confluence-based production documentation.
Authored Python tools for Maya and Unreal publishing workflows, enabling efficient asset deployment to virtual production sets.
Directed layout and environment design for narrative-driven virtual sets in Unreal Engine 5.
Metropolis Series.
Virtual Art Department Supervisor
Halon / NEP Virtual Studios
01.2022 - 01.2023
Supervised real-time asset creation for broadcast and interactive projects; coordinated pipeline with stage partners Prysm Studios and Lux Machina.
Virtual Art Department Supervisor
Double Negative
01.2020 - 01.2022
Established a content creation branch within the VP Department; supervised environment and asset teams on high-profile projects.
Additional Virtual Art Department & Environment Artist Roles
01.2015 - 01.2022
Delivered hero hard-surface assets, sci-fi environments, and virtual sets for productions including The Mandalorian, Avatar Sequels, and Ready Player One.
Supported layout, surfacing, and optimization for real-time playback in Unreal Engine for LED volume stages.
Education
B.A. - Film Production / Cinematography
San Francisco State University
01.2003
Skills
Content production pipeline management (initial planning to final implementation)