Chaos Manufacturing
Art Director
- Leading art development and look direction for an in-development game project.
- Managing remote artists, planning scope and defining tasks with the Game Director.
- Designing key art and directing look development.
Résumé
Art Lead · Principal Artist · Art Director
Profile
Art Lead and Art Director with 20+ years across AAA games, VR, and film — specializing in visual quality ownership, external studio direction, and bridging high-level creative vision with in-engine execution. Shipped AAA titles at Ubisoft and Impulse Gear; held AD-level roles at Ubisoft, Hangar 13/2K and Tippett Studio. Deep experience directing outsourcing partners, building review pipelines, mentoring artists, and maintaining cohesive visual identity across characters, environments, VFX, and cosmetics. Comfortable working with established IPs, navigating approval pipelines, and translating creative intent clearly across internal departments and distributed, cross-time-zone teams.
Experience
Art Director
Senior Concept Artist / Lead Concept Artist / Cosmetics Art Director
Shipped AAA title: XDefiant (live-service FPS) — progressed from Senior Concept Artist to Lead and Cosmetics AD over three years.
Concept Art Lead
Shipped title: Larcenauts (stylized VR game, Unreal Engine).
Associate Art Director
Unannounced AAA title.
Head of Environments
Environments Design Supervisor
Matte Painter / 3D Generalist
Competencies
Directed outsourcing and co-development partners at Ubisoft across distributed, multi-time-zone productions — building review pipelines, communicating creative intent clearly, and holding studios to a consistent AAA quality bar.
Hands-on quality elevation: paintovers, written callouts, material and lighting notes, silhouette and readability feedback. Strong fundamentals across composition, color, anatomy, atmosphere, and environmental storytelling.
Worked within established IP frameworks at Ubisoft, navigating approval workflows and relaying IP-holder feedback clearly to development teams, balancing canon, creative intent, and gameplay needs.
Closing the gap between concept intent and final in-engine execution — collaborating with Tech Art, Design, and Production to keep assets performant, readable, and on target. Comfortable in Unreal Engine workflows.
Built and led teams from scratch at Tippett Studio and Impulse Gear — developing pipelines, asset systems, documentation, and style guides. Mentored artists across multiple studios.
Toolkit
Education
Ontario College of Art
Concordia University