Blizzard Entertainment

2005-2015

World of Warcraft

Blizzard Entertainment

2005-2015

Senior 3d Artist (Character/Prop/Dungeon)

Roles & Responsiblities:

  • Concept Art

  • Modeling

  • Texturing

  • Creating / Modifying Shaders

  • Creating & Animating Particle Systems

  • Animation

  • Feature Ownership

  • Leadership & Mentoring

  • Cross Project Support

Character Team

I began my time on World of Warcraft with the Character Team, initially focused on armor sets—including the iconic Judgment Set, designed by Samwise Didier. As the team grew, I moved into creature art, contributing to major bosses like Illidan and the Lich King. I later took on designing and building original bosses from scratch, and led the effort to develop the game’s first player-controlled vehicles.

Vehicles

While on the Character Team, I began experimenting with more complex mount designs, expanding beyond traditional setups like the Gyrocopter and Mammoth. My affinity for machinery led to me taking point on developing World of Warcraft’s first player-driven vehicle system.

This involved cross-team collaboration to assess engine limitations, animation needs for characters of varying sizes, scale challenges, and overall scope. I presented solutions to leadership, secured approvals, and helped break the work into actionable tasks. On the content side, I handled concepting, modeling, texturing, and often contributed to animation and particle work in close partnership with the Animation Department.

As a fun bonus, several of my vehicles were later featured in the first line of WoW Mega Bloks.

Props & Dungeon Teams

After about five years on the Character Team, I transitioned to the Props Team—still one of the most enjoyable aspects of game development, in my opinion. I worked on Mists of Pandaria, designing in-world props and even creating the written Pandaren language.

Following Mists, I moved to the Dungeon Team during Cataclysm, where I contributed to the new Garrison feature, supported overall world design, and handled level design and meshing for the Oshu’Gun Raid.

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