UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
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When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
SHOW NO TELL
This video that was directed by myself (and produced with the efforts of a number of key people on the team), and served as a proof of concept for a major milestone/exec review.
The key differentiator was an instance that would dynamically scale its content and difficulty based on the number of players in your raid group.
We utilized picture in picture to illustrate the differences between 1 player and 3 player groups within the same instance. By differentiating the time of day, spawned monsters, combat triggers, and spawn locations, we were able to offer a dramatic alternative to the look and feel while maximizing the same environmental and core assets.
UNNANNOUNCED MMO
Role: Art Director | Tencent | 2012
​
When I had joined Tencent they were already well underway in the development of an ambitious MMO (Massively Multiplayer Online) title. The primary challenge for the studio was being a split development team between Boston, USA and Shanghai, China (a 12 hour time difference).
There were communication challenges that stemmed from a split org and having very little overlapping times for leadership to align on vision, aesthetics, and key gameplay features.
In addition to my duties as the Art Director/Art Manager, I was asked to take on the role of a Product Owner (aka Producer), and create a vertical slice proof of concept with a team of dedicated artists, designers, and engineers.
SHOW NO TELL
This video that was directed by myself (and produced with the efforts of a number of key people on the team), and served as a proof of concept for a major milestone/exec review.
The key differentiator was an instance that would dynamically scale its content and difficulty based on the number of players in your raid group.
We utilized picture in picture to illustrate the differences between 1 player and 3 player groups within the same instance. By differentiating the time of day, spawned monsters, combat triggers, and spawn locations, we were able to offer a dramatic alternative to the look and feel while maximizing the same environmental and core assets.
NCAA BASKETBALL 09
Role: Art Director | EA Sports | 2008
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Starting NCAA 09 allowed me to stand on the work my team and I had done the previous year. I looked to make improvements with how we created and rendered hair. I looked to improve our character rig and how player anatomy deformed. Additionally, I looked to visually improve a number of top tier school courts/arenas.
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I also wanted to improve a fan favorite, the Campus Hoops gameplay feature which allowed players to practice their moves on an outdoor court that changed seasons and weather based on where the player lived.