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July, 2005 to present
Shiftless Wastrel & Layabout


It can't be retirement,
because I know what's in my bank account; but in recent
years I've decided that they haven't built the day
job that can hold me.


July, 2003 to June, 2005
Art Director, Destineer Studios


My tour of duty at Destineer
involved two Minnesota winters and the production of
Close Combat:First to Fight, a military tactical
combat game based on the real life training - if not
real life engagements - of the US Marines.
The game was set in an
imaginary conflict in Beirut and we pretty much returned
the "Paris of the Middle East" to its war-torn
condition familiar from news footage of the 1980's.
I was lucky to have a
small but excellent art team for the project, which
like so many games was produced on a short schedule
and a tight budget.



October, 1999 to October, 2002
Art Director, Taldren


At Taldren I worked on
Starfleet Command Volume II, built the web sites
for Taldren, Interplay's Starfleet Command II
site, and also redesigned the original Starfleet
Command site. We established some very lively forums
at the Taldren site for the promotion of the game. In
addition I put together several CD-ROMS for press previews
as well as the Bonus CD-ROM that was given away with
preorders of the game. SFC II has a lively, impassioned,
and maniacal fan base; it' was an interesting project
to give those fans a place to rant, praise and blame.
After SFC II and
Starfleet Command: Orion Pirates, the franchise
moved over to Activision. I served as Art Director on
Starfleet Command III before moving on.


April, 1997 to July, 1998
Web Development Manager, JB Oxford & Company

Following the web production
I did at Legacy Software (below), I began working on
web development for JB Oxford. JBO is a discount brokerage
which also offers trading via the Internet and by touch-tone
phones.
The
company's web presence includes a public web site, a
secure trading site, and content which JBO licenses
and links to in order to provide clients with additional
services. I worked on deals with several online news
providers before we finally settled on NewsAlert to
provide the market news for the JBO site.
In
addition to the design and upkeep of the company's web
sites I handled an Internet advertising campaign for
JB Oxford & Company, placing ads at Yahoo!, the
Excite network, InfoSeek, PC Quotes, Alta Vista, and
other, lower-profile locations. I pitched and designed
banner concepts, executed the creatives, and dealt with
the sales and technical staffs at our target sites.
JBO
clears trades for other online brokerages, and so I
also did the web site and related development for Stocks4Less,
a no-frills, deep-discounted online broker.


October, 1996 to April, 1997
Art Director, Legacy Software


In
my brief time at Legacy Software we worked on a variety
of online and CD-ROM projects.
My
own emphasis was on the online side. Legacy developed
Passport2, an Internet - based community of applications
that ranged from competitive games through educational
activities to financial and other professional information
services. Intelligentsia,
the first Passport2 title I was involved in,
is a sort of role-playing trivia game with an espionage
theme, and was a lot of fun.
I
also designed the web sites for Legacy, for Passport2
and for our "Backstage Chat" event at the
23rd annual Peoples' Choice Awards. Finally,
I coordinated our efforts in producing the live online
chat for the First Annual Netguide Awards show
in March of 1997.


June, 1994 to October, 1996
Chief Art Director, the Dreamers Guild


The
Dreamers Guild was a game development company which
created games for both retail and online publishers. At
the Guild, I ran the art department - that meant that
I hired and cultivated artists, assigned them to individual
projects, and supervised their art directors, who typically
were promoted from within.
In
addition I was the art director on several Guild titles.
One of these is the award-winning
I Have No Mouth, And I Must Scream (for Cyberdreams). I did
try to keep my hand in in making art and animation,
so I frequently contributed "cutaway" or incidental
animations, as well as introductions, for the Guild's
games (see Faery Tale Adventure II: the Halls of
the Dead, for example).|
But
wait, there's more! I still got to do the odd
game design, like Skulls, Bones, and Buccaneers
(for MPG-Net) and Blood & Plunder (for America
Online).
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December, 1990 to June, 1994
Partner, Terra Nova Development


With
Michal Todorovic, I founded this software development
company in Ventura, California. Our most
ambitious project was The Labyrinth of Time,
one of the first games to truly exploit the capacity
of CD-ROM media. We were also among
the first to use 3D modelling and rendering tools to
create an impossible, but photorealistic, game environment. The
game was published by Electronic Arts for the Amiga/CD32,
the PC, and Macintosh.
In
addition to The Labyrinth, we ourselves published
Magic Lantern. This was a true color animation
compressor and player for the Amiga. Oh, and I
also created a couple of versions of a 3D object set
for Imagine and Lightwave 3D. The set was called
"Diner Objects" and included a Wurlitzer
jukebox.
The Labyrinth of Time
has recently been re-released for modern Windows, Macintosh
and Linux computers by the Wyrmkeep
Entertainment Company.


1988 - 1994, and beyond
Freelance Computer Game Artist


During
these years I worked on a number of projects for several
different clients, among them Silent Software, Epyx,
Electronic Arts, Virgin, Gold Disk, and Novalogic. Some
of these projects were Mindroll (Amiga and CGA,
EGA and VGA versions for the PC), Spirit of
Excalibur (Amiga/CDTV version) and Vengeance
of Excalibur (Amiga/CDTV and PC versions).
At
the same time I wrote extensively for Amiga magazines,
including a column in .info magazine. I
wrote quite a few reviews of graphics software and tested
some nifty gadgets, and also wrote some articles on
techniques for Amiga World and Amazing Computing.
While
at Terra Nova Development I didn't do much freelance
work, but I did make an exception for Activision when they hired me to do the introduction
sequence for Return to Zork. Later, I moonlighted
on the Caesar's Palace 95 games for Interplay.


Art & Illustration


From
around 1976 to the late 1980's I divided my time between
commercial art, on the one hand, and illustrative but
uncommercial paintings and drawings, on the other. These
pictures were usually executed in watercolor or ink.
Some of the commercial work was for small press
magazines (Evermist, Wyrd), comix (Uncle Jam),
and others.
I
sold paintings through several venues as well.
I've
done some cover work for small record labels like Sundown
Records (Dance of the Renaissance, Earth Quest),
Firebird Arts and Music (Cold Iron -
book and tape cover, Captain
Jack & the Mermaid, Dream of Light Horses, Swing
the Cat) and Swanharp Music (Love for Love).
On
a larger scale are two murals I've done in California
- one with Mark Hiteshew in downtown San Luis Obispo,
and one in the children's area of the Thousand Oaks
Public Library.


Celtic Harps


In
the late 1970's, while I was living in Morro Bay (on
the central California coast) my local public radio
station began to play Alan Stivell's Renaissance
of the Celtic Harp pretty frequently. In fact
they played it so often that the local classical record
store was unable to keep up with the orders for the
(then) obscure album, and they actually asked the radio
station to play it less!
I
got my own order in right away, and that album became
my introduction to traditional music from Brittany,
Wales, Ireland and Scotland. It was a revelation
to me that this instrument - the accompaniment of ancient
poetry and a thing of myth in its own right - was still
played in some corner of the world.
Eventually,
I discovered that the instrument was also alive a bit
closer at hand. I laid my own hands on one, in
fact, and took a few lessons. In retrospect
I'd say that I will never amount to much as a musician
- in fact it's years now since I've played at all -
but the instrument itself was very important to me.
I became interested in how the harps were
made, and began to do some research on the historical
Irish and Scottish harps, along with their modern counterparts.
I had the good fortune to get in touch with
Jay Witcher, the first modern builder of the wire-strung
celtic harp as it is today, and Witcher very generously
kept me from steering myself too far wrong as I made
my prototypes.
I built harps commercially
for a couple of years under my "Aes Dana"
label.
These
harps were strung with wire strings, as are the oldest
surviving celtic harps from Ireland and Scotland. The
wire-strung harp has a distinctive, bell-like voice
that is unlike any other instrument you're likely to
have heard. If you'd like to know more about
the instrument try pursuing some of my harp-related
links.
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"I'll get two suits
and an overcoat,
Like a millionaire.
Just two suits
and an overcoat
And then when
things get better,
I'll buy underwear."
"If
I Ever Get a Job Again" by Abel Baer & Samuel
Lewis, 1933
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