Resume

Miles personally molded the visual department at Counterpoint Studios. He single handedly introduced a department of editing, compositing, and 3D animation. He tackled all sorts of projects with a creative and goal oriented strategies. Projects were always completed on-time and done within [...]
Miles is an extremely creative art director and digital artist. He is steadfast in his focus and very committed to finding the best solution for any creative project. His is loyalty and kindness to colleagues and associates makes him and ideal team member, or team leader.
Miles was great to work with and a terrific lead. He always held a positive spirit, has always been respectful, and was always an encouraging and motivating person. He's dedicated to his work, whether it's music, 2d, or 3d art, he is responsible, and an active 'do-er' to make any improvements [...]
I started at Snowblind as the lone Technical Artist with no leadership to help direct me into any of the numerous tasks that needed to be done to ship a product. Miles changed his role at the time to bring much needed help and professional direction to the team. Under his leadership we became a [...]
Miles is one of the most talented and versatile artists I’ve ever met, and I feel very fortunate to be one of his colleagues. His art and innovative ideas continue to raise the bar at work. He is also, by far, the most technically proficient artist I know. I’ve learned a great deal from him, [...]
Miles is a fantastic person to work with whose skills go well beyond his formal title. He has a great combination of aesthetic vision, technical skills, and strategic thinking which reflect his talent as both an artist and leader. Best of all, he tackles everything with a friendly smile, [...]
Miles is a highly skilled and dedicated artist. He constantly strives to hit the highest visual bar while working within the restrictions of the game engine. He created bold environments on Justice League with the same enthusiasm he brings to all of his work. His cinematic knowledge and talents [...]
I would recommend Miles for no other reason than his positive attitude towards his work, colleagues and life in general. But apart from that, I find his grasp for aesthetics and technical thinking to be exceptional. You're in good hands if he's in charge.
MIles is one of those rare game artist that has it all - the mind to fully understand the underlying technology and ability to use it to solve real issues and optimize the game pipeline, the eyes and hands to create awesome 3D game assets and art direct other artists and the best teamplayer. [...]
Miles is a brilliant artist, and I couldn't possibly recommend anyone more highly. In this role, we needed him to imagine, design, and then build assets for all types of games -- from casual card games to high-fantasy RPG characters and environments -- as well as company branding and media. He [...]
Miles' huge knowledge base, high quality art and attention to detail have made him an invaluable asset in multiple projects. Miles doesn't wait around for decisions to me made, he helps find the solution. His work ethic allows him to always deliver incredible art assets. He has a natural [...]
Anonymous
Miles is an outstanding and talented artist and animator. He has developed and created the artwork for several of my board games and has done web design for my businesses. He is as honest and hard working as the day is long. I would recommend Miles for any work whatsoever.

Staff Artist/Animator - Realization at Monolith Productions (WB Games)
Greater Seattle Area | Computer Games
Summary

For the past 6 years I have focused on combat and movement cameras, emergent presentations, cinematic systems, procedural conversation systems, and cinematic direction. On Shadow of Mordor I designed "presentations" for combat, story moments, and personal moments with enemies. Crafting player experiences in both the sandbox and missions required more than camera design. It also requires a firm understanding of how the player wants to play and what message needs to be conveyed.The goal for special combat cameras was to enhance the personal and emotional relationship with the enemies, to create a visually compelling cinematic experience, and all the while respecting the player's volition.

Before joining the game industry I was a motion graphic artist for 7 years, filming on green screen sets, editing video, animating, rendering, and compositing commercial projects.

I am a genuine "generalist" with experience in virtually all aspects of game art production, including cameras, cinematics, motion graphics, video editing, rendering and compositing, character art, environment art, concept art, effects, lighting, animation, shader design, tool design, audio mixing, and music production. Trained in the foundations of classic art, I am an artist who understands complex systems. My technical dexterity enables me to create visually stunning game experiences.

Games
• Middle-earth: Shadow of Mordor – Staff Artist/Animator - Realization
• Guardians of Middle-earth – Real Time Cinematic Lead (Technical Art Lead)
• The Lord Of The Rings: War In The North – Technical Art Lead
• Dark Abyss (canceled) - Character Art Lead
• Justice League Heroes – Environment Artist, Motion Graphic Artist, Concept Artist
• Champions, Return to Arms – Character Artist
• Champions of Norrath – Character Artist
• Deo (canceled) – Art Director

Experience
Staff Artist/Animator - Realization (2012 - Present)
Monolith Productions (WB Games)
Privately Held, 51-200 employees, Computer Games

Real time camera design for combat and interactive events.

Staff Artist/Animator - Realization (2011 - Present)
Monolith Productions (WB Games)
Privately Held, 51-200 employees, Computer Games

Staff Artist/Animator - Realization - Middle-earth: Shadow of Mordor
• Increase the meaning of player choices through cinematic presentations of procedural game events. Use proprietary software to conceive and implement cinematic quality cameras that adapt to multiple scenarios in the game, filming emergent gameplay as if it were a crafted experience.
• Make combat, story moments, and enemy interaction personal and visually compelling while respecting the player's controller input.
• Work with Animation, Design, and Cinematic teams to integrate camera shots from multiple systems seamlessly.
• Work in multiple proprietary tools from various disciplines to implement cameras.
• Animating cameras in Maya and Motion Builder to "film" real time action sequences.
• Set up file structures for complex database of camera rules.
• Trained realization artists how to use the procedural camera system.

Real Time Cinematic Lead (Technical Art Lead) - Guardians of Middle-earth
• Oversaw all production of In-Engine Cinematics as liaison between game team and cinematic group.
• Served as pseudo producer/lead/artist.
• Managed schedule and planned asset deliveries.
• Worked with Art Director to establish the Style Guide.
• Worked closely with writers and animators to block action and direct performances.
• Assisted in MoCap sessions to insure continuity.
• Set up Motion Builder Files including “characterizing” characters with control rigs.
• Edited audio to get temporary and final dialogue recordings.
• Developed camera rig to control the camera style.
• Animated most cameras.

Technical Art Lead (2002 - 2011)
Snowblind Studios
Public Company, 51-200 employees, Computer Games

Technical Art Lead - Lord Of The Rings: War In The North
• Oversaw all character rigs (Skeletons, Skinning, Ragdoll, Sever Setup, FX points).
• Co-Designed the Cinema System.
• Prepped all cutscenes for animators.
• Co-Designed the Procedural Conversation System.
• Animated all conversation cameras.
• Built all character shaders.
• Designed and implemented "Status Effect" materials (Procedural blood, dirt, snow, water, falloff, tint).
• Setup character lighting for every level, including many cutscenes and conversations.

Character Art Lead - Cancelled Title
• Oversaw the production of all player, enemy, and NPC characters.
• Built enemies, NPCs, and player characters, including developing character customization methods.
• Served as a pseudo technical artist - created shaders, designed workflow and pipelines, and worked with the tool programmers to develop artist tools.
• Established the lighting standards for the game and works with the Art Director and Environment Art Lead to plan the look and feel for lighting in levels.

Environment Artist, Motion Graphic Artist, Concept Artist - Justice League Heroes
• Created tile-set based environments, including the famous Hall of Justice.
• Composited and edited major CG productions.
• Painted concepts to pitch game ideas to publishers.

Character Artist - Champions of Norrath, Champions: Return to Arms
• Designed, modeled, textured, weighted over 2,000 unique pieces of armor, weapons, shields, and hairstyles (2/3 of all armor in games) to customize and adorn player characters.
• Developed and implemented an efficient and powerful method of creating the armor and weapons, using grayscale textures to output the armor in multiple color variations.
• Created rendering stage and output thousands of item icons for item inventory screens.
• Led team in rendering high quality images of characters for marketing and loading screens.

Co-founder / Art Director (2000 - 2002)
Uberplay

• Co-founded Uberplay which developed technology and gaming entertainment for handheld devices.
• Played direct role in raising investment capital and managing company affairs.
• Oversaw art direction of RPG game project including all graphic assets of environments and characters.
• Assisted with development of over 80 characters and hundreds of randomly repeatable environment graphics.
• Worked closely with Game Designer and Lead Programmer.
• Developed production methods, processes, and guidelines.

Partner / Art Director (1998 - 2001)
Counterpoint Studios

• Founded a broadcast design and video editing service at a leading post house/recording studio.
• Built a strong reputation and clientele of repeat customers through effective communication, and by creating innovative and successful media projects.
• Hired and managed team of artists specializing in 3D/2D animation, compositing, and video editing for broadcast and multimedia products.
• Produced and staged various live shows including the Utah Advertising Awards (“The Addies”) for 3 consecutive years.

Partner / Interactive Media Artist (1997 - 1998)
Jewkes & Germer

• Developed interactive multimedia CDs featuring Universal Studios for fitness industry.

Lead Artist (1993 - 1997)
Media Makers

• Led team of artists on advertising and industrial video projects featuring 3D and 2D animation.
• Created large scale live corporate events featuring projected multi-media presentations with multi-projector slide shows and video.

Skills & Expertise

Video Games, Texturing, Game Development, UV mapping, Cinematics, Environment Art, Xbox 360, Maya, PS3, Character Rigging, Shaders, 3D Modeling, Lighting, Visual Effects, Illustration, Video Editing, Traditional Animation, Character Modelling, Pipeline Development, Conceptual Art, Motion Graphics, Autodesk MotionBuilder, Camera Animation, Character Designs, Audio Post Production, 3D Studio Max, Costume Design, Shader Creation, Web Graphics, Team Leadership, Animation, Standards Development, Design Tools, DAW, Photoshop, Procedural Cameras, Gameplay, 3D, Game Design, Computer Animation, Cinematography

Languages
  • English
  • Portuguese
Education
University of Utah (1990 - 1994)
, Fine Art
Highland High School, SLC, Utah (1988 - 1990)
,
Recommendations
Miles is a brilliant artist, and I couldn't possibly recommend anyone more highly. In this role, we needed him to imagine, design, and then build assets for all types of games -- from casual card games to high-fantasy RPG characters and environments -- as well as company branding and media. He juggled all of the different requirements with ease, and delivered everything with outstanding quality, on time, and on budget.

His responsibilities also included team leadership, hiring, and planning and strategy. He pulled it all off with style, and was a unifying force on the team. He was (and is) honest, dedicated, loyal, focused, and creative -- you just can't find a better partner.
Miles personally molded the visual department at Counterpoint Studios. He single handedly introduced a department of editing, compositing, and 3D animation. He tackled all sorts of projects with a creative and goal oriented strategies. Projects were always completed on-time and done within budget that exceded the client's expectations. Working with Miles has taught me much about business, the art of client communication and an incredible work ethic. Being able to work side by side as brothers for years shows that Miles is able to work and excel in whatever he wants to do.
Miles is an extremely creative art director and digital artist. He is steadfast in his focus and very committed to finding the best solution for any creative project. His is loyalty and kindness to colleagues and associates makes him and ideal team member, or team leader.
Miles is one of the most talented and versatile artists I’ve ever met, and I feel very fortunate to be one of his colleagues. His art and innovative ideas continue to raise the bar at work. He is also, by far, the most technically proficient artist I know. I’ve learned a great deal from him, and I lost count on how many times I’ve come to him for assistance. It’s rare that he isn’t able to solve the problem at hand. Snowblind Studios, where we work, has benefited tremendously from his contributions, and it wouldn’t be the company it is today if it wasn’t for his efforts. Another thing that continues to “wow” me about Miles is the vast breadth of skill he has in digital art and media. While most artists such as myself specialize in one aspect of production such as characters, he can practically do it all: characters, environments, concepts, technical artist, rigging, animation, VFX, compositing, and even audio. He’s also a great guy to work with – enthusiastic, congenial, easily approachable, and always eager to help others despite how busy he always is. I couldn’t imagine Snowblind Studios without him.
Miles is an outstanding and talented artist and animator. He has developed and created the artwork for several of my board games and has done web design for my businesses. He is as honest and hard working as the day is long. I would recommend Miles for any work whatsoever.
Miles was great to work with and a terrific lead. He always held a positive spirit, has always been respectful, and was always an encouraging and motivating person. He's dedicated to his work, whether it's music, 2d, or 3d art, he is responsible, and an active 'do-er' to make any improvements or changes happen.

He was a great manager. I always felt that he was looking out for his team and understood our individual strengths and weaknesses, which was invaluable when the tech-art times got 'crunchy.' He was supportive to tech-art being a multidisciplinary field and encouraged such and I think he really brought the team to its fullest potential.
I would recommend Miles for no other reason than his positive attitude towards his work, colleagues and life in general. But apart from that, I find his grasp for aesthetics and technical thinking to be exceptional. You're in good hands if he's in charge.
I started at Snowblind as the lone Technical Artist with no leadership to help direct me into any of the numerous tasks that needed to be done to ship a product. Miles changed his role at the time to bring much needed help and professional direction to the team. Under his leadership we became a pivotal team that was not only needed, but also irreplaceable in the amount of knowhow and sheer work ethic he guided us to provide. Tools and pipelines were very few and Miles helped to organize, educate, and guide the whole project onto a working and shippable pipeline.

Besides his pipeline contributions, he was a pleasure to work with. Always striving to deliver on any promises made while also being realistic about the extent in what his team would be able to deliver. He checked in with his team to make sure that everything was going smoothly, and if not, helped to get things back on track.

A great boss and great friend, Miles is the type of professional that any team should hope to have. Because without people in the industry like Miles, not only would some titles be subpar, we wouldn’t have good leadership.
Miles is a fantastic person to work with whose skills go well beyond his formal title. He has a great combination of aesthetic vision, technical skills, and strategic thinking which reflect his talent as both an artist and leader. Best of all, he tackles everything with a friendly smile, hearty laugh, and "can do" attitude. He is helpful to anyone who comes to his door and will do anything he can to assist his teammates. He is the guy you need to listen to on the team and support of his success means everyone wins. I would highly recommend Miles for any artistic leadership position.
Miles is a highly skilled and dedicated artist. He constantly strives to hit the highest visual bar while working within the restrictions of the game engine. He created bold environments on Justice League with the same enthusiasm he brings to all of his work. His cinematic knowledge and talents were indispensible on that project.
MIles is one of those rare game artist that has it all - the mind to fully understand the underlying technology and ability to use it to solve real issues and optimize the game pipeline, the eyes and hands to create awesome 3D game assets and art direct other artists and the best teamplayer. Just an all-around awesome guy, so easy to talk to and so awesome to work with. A definite 11 in my book.
Miles' huge knowledge base, high quality art and attention to detail have made him an invaluable asset in multiple projects. Miles doesn't wait around for decisions to me made, he helps find the solution. His work ethic allows him to always deliver incredible art assets. He has a natural ability to lead and strengthens teams through his example. Miles has helped me on many projects, his input has always helped me to achieve better results, whether it be modeling, rigging, lighting, texturing or painting. I highly recommend Miles and look forward to working with him again in the future.
Anonymous