I'm a geek of all trades, and a master of some. I obviously love playing video games, but I also enjoy traditional games, comics, science, and anything in the sci-fi or fantasy genres.
I've also always loved the outdoors and grew up camping, fishing, watersports. I learned to drive a boat before a car. Whenever I get the chance, I love to go out and enjoy nature.
I grew up playing Pacman, Pitfall, and Joust on my parent's Atari. Since very young I also began to tinker on computers, experimenting in simple art and programmming.
Later in my early teens, three dimensional games emerged and my fascination grew. I began to learn more about how games are created, giving reports in school about what polygons, tris, vector and raster well
before most my peers cared. I was determined even at a young age that I would have a hand in the design and creation of games.
In high school, I began to take drafting courses and got my start into 3D with early versions of AutoCAD, and by my final year became advanced enough to help teach the more advanced 3D techniques in class.
I think this was a turning point where I learned that not only do I enjoy creating, but I enjoy helping and teaching others as well.
I went to college at the University of Texas at Dallas, as I was attracted to their degrees that focused much on the development of games. I studied everything from traditional art techniques, photography, proper handling of editor files (like Photoshop),
to 3D modeling, lighting, visual effects, and game design. I have built up techniques from what I learned then.
Since working in a studio environment, I have learned a lot: juggle multiple deadlines, proper version control, waterfall vs agile techniques. One thing that has fascinated me is that there are always so many ways to accomplish the same goal.
Though I have tinkered in code for some time, and took programming courses, I discovered I can write a script or a program to take care of the most mundane functions. Since that epiphany, I have focused more into designing and creating
a more efficient game pipeline. I have benefitted well from good communication with my peers, and now I help design new features and new techniques to ever improve upon existing process to make games faster and better. I love deign, and I love games.
Another lesson I have learned and still continously work on improving in myself is that there comes a point where something has to be done, whether it's because of a deadline, or you just need to move onto something else. At some point you have get to call something "done". There are so many things that I'd love to do
that I could live a dozen lifetimes and not do them all, so it comes down to choosing what I love most. Luckily for me there are overlapping skillsets in the creation of games, so I still get to do a little of everything to some extent, adjusting my role to where I am needed most.