The Call of Karen
Mar. 2019 - Jul. 2020
Visit callofkaren.com
The Call of Karen is a simulation comedy/horror game set in the 1950s. You play as Karen, a suburban housewife, whose home is being invaded by Cthulhu.
The Call of Karen was showcased at PAX East 2020 and the 2020 MassDiGi Game Challenge. It won the 2020 award for best Major Qualifying Project in the Interactive Media and Game Development Department at Worcester Polytechnic Institute.
My Role
Being one of only 2 artists on the team, I wore many hats while working on The Call of Karen, including lighting artist, cinematic artist, 3D modeler, and tech artist. Below are some details about my responsibilities on the project.
- Final cinematic
- Nearly all lighting
- Material and shader creation
- Furniture modeling, including most pieces in the dining room
- House prototyping and modeling
The Call of Karen was released free-to-play for PC in July 2020.
Check it out on Steam!
The Call of Karen is a simulation comedy/horror game set in the 1950s. You play as Karen, a suburban housewife, whose home is being invaded by Cthulhu.
The Call of Karen was showcased at PAX East 2020 and the 2020 MassDiGi Game Challenge. It won the 2020 award for best Major Qualifying Project in the Interactive Media and Game Development Department at Worcester Polytechnic Institute.
My Role
Being one of only 2 artists on the team, I wore many hats while working on The Call of Karen, including lighting artist, cinematic artist, 3D modeler, and tech artist. Below are some details about my responsibilities on the project.
- Final cinematic
- Nearly all lighting
- Material and shader creation
- Furniture modeling, including most pieces in the dining room
- House prototyping and modeling
The Call of Karen was released free-to-play for PC in July 2020.
Check it out on Steam!
Visit callofkaren.com
Bulkhead
Mar. 2020 - Present
Visit bulkhead.com
Bulkhead is an upcoming third-person tower-defense game. You play as the Soldier, building defensive structures and using your frost cannon to fight against a horde of monsters, and to protecting an enigmatic character known as the Girl.
My Role
My role on the Bulkhead team include Designer, 3D Modeler, Tech Artist, VFX Artist, and Environment Artist. My work has touched most aspects of the game; here are some details:
- Designed and implemented the game's map and environment
- Rigged all characters
- Created materials and shaders
- Created all particle effects
- Responsible for lighting
- Designed and created website
Follow bulkhead on Twitter
Bulkhead is an upcoming third-person tower-defense game. You play as the Soldier, building defensive structures and using your frost cannon to fight against a horde of monsters, and to protecting an enigmatic character known as the Girl.
My Role
My role on the Bulkhead team include Designer, 3D Modeler, Tech Artist, VFX Artist, and Environment Artist. My work has touched most aspects of the game; here are some details:
- Designed and implemented the game's map and environment
- Rigged all characters
- Created materials and shaders
- Created all particle effects
- Responsible for lighting
- Designed and created website
Visit bulkhead.com
Follow bulkhead on Twitter
New Guy
Mar. 2019 - Apr. 2019
New Guy is a short 3D animation about a newcomer trying to find his footing in the world of weightlifting. This film was inspired by my own interest in Olympic weightlifting, which helped my correctly pose the characters lifting the bar.
Up to this point, most of my animation experience had been in 2D, and I undertook this project with the desire to get out of my comfort zone and expand my skillset.
New Guy was a solo project, and I was responsible for all aspects of its creation apart from the character rigs. The New Guy character was based on the public Malcolm 2.0 rig from AnimSchool.com. The Big Guy character was licensed from Dietrich Magnus of M_RIGS.com. My work included:
- Layout and keying
- Modeling
- Lighting
- Rendering
- Compositing
Tools
New Guy is a short 3D animation about a newcomer trying to find his footing in the world of weightlifting. This film was inspired by my own interest in Olympic weightlifting, which helped my correctly pose the characters lifting the bar.
Up to this point, most of my animation experience had been in 2D, and I undertook this project with the desire to get out of my comfort zone and expand my skillset.
New Guy was a solo project, and I was responsible for all aspects of its creation apart from the character rigs. The New Guy character was based on the public Malcolm 2.0 rig from AnimSchool.com. The Big Guy character was licensed from Dietrich Magnus of M_RIGS.com. My work included:
- Layout and keying
- Modeling
- Lighting
- Rendering
- Compositing
Tools
Apartment
Jan. 2020 - Mar. 2020
Apartment is a self-explanatory project involving the modeling, lighting, and rendering of my college apartment. My goal was to see how much detail I could reproduce from what is, in the real world, a pretty uninteresting building. I ended up spending a lot of time in Substance Painter adding procedural detail. This project was also my introduction to the Arnold renderer in Maya, as well as cinematic rendering in Unreal Engine 4.
I rendered stills in Arnold for Maya, and the flythrough in UE4.
Apartment was a solo project, and I was responsible for all aspects of its creation, including:
- Modeling
- Texturing
- Lighting
- Rendering
Tools
Apartment is a self-explanatory project involving the modeling, lighting, and rendering of my college apartment. My goal was to see how much detail I could reproduce from what is, in the real world, a pretty uninteresting building. I ended up spending a lot of time in Substance Painter adding procedural detail. This project was also my introduction to the Arnold renderer in Maya, as well as cinematic rendering in Unreal Engine 4.
I rendered stills in Arnold for Maya, and the flythrough in UE4.
Apartment was a solo project, and I was responsible for all aspects of its creation, including:
- Modeling
- Texturing
- Lighting
- Rendering
Tools
GDC '18 Narrative Review
GDC '18 Narrative Review
Aug. 2017 - Mar. 2018
The Game Developers Conference (GDC) is an ongoing event that takes place annually in San Francisco, California. While the primary attractions are the talks and showcases from leading industry professionals, GDC also host a number of competitions for students. The Narrative Review Competition is one of these.
The competition involves the submission of a paper that analyzes the story of a game. Finalists are chosen from the submissions, and are asked to create a poster for their submission and present it at that year's conference alongside other finalists.
I entered the 2018 Narrative Review Competition with a paper on Ori and The Blind Forest, and presented my poster over 2 days at GDC 2018.
My work for this project was mostly written, though I was also responsible for designing, printing, and shipping the poster to GDC as well.
You can see my paper and poster alongside others using the link below.
Visit The GDC Vault
Tools
The Game Developers Conference (GDC) is an ongoing event that takes place annually in San Francisco, California. While the primary attractions are the talks and showcases from leading industry professionals, GDC also host a number of competitions for students. The Narrative Review Competition is one of these.
The competition involves the submission of a paper that analyzes the story of a game. Finalists are chosen from the submissions, and are asked to create a poster for their submission and present it at that year's conference alongside other finalists.
I entered the 2018 Narrative Review Competition with a paper on Ori and The Blind Forest, and presented my poster over 2 days at GDC 2018.
My work for this project was mostly written, though I was also responsible for designing, printing, and shipping the poster to GDC as well.
You can see my paper and poster alongside others using the link below.
Visit The GDC Vault
Tools
Tenei Walker Model
Aug. 2018 - Oct. 2018
The Tenei Walker is a character from the 4X PC game Endless Legend developed by Amplitude Studios. Being a top-down strategy game, the character models are small, and I had difficulty finding good reference. I used this as an opportunity to take some artistic license and create my own version of this character, learning Zbrush in the process.
The model was sculpted in Zbrush with help from 3DS Max for the mask-like face. Textures were exclusively vertex painted in Zbrush and rendering was done in Keyshot.
Tools
The Tenei Walker is a character from the 4X PC game Endless Legend developed by Amplitude Studios. Being a top-down strategy game, the character models are small, and I had difficulty finding good reference. I used this as an opportunity to take some artistic license and create my own version of this character, learning Zbrush in the process.
The model was sculpted in Zbrush with help from 3DS Max for the mask-like face. Textures were exclusively vertex painted in Zbrush and rendering was done in Keyshot.
Tools
Sketches
Aug. 2018 - Feb. 2019
These are miscellaneous sketches done alongside other project or just for fun. I find it helpful to prototype any big idea with pencil and paper or at least in 2D before delving into the nitty-gritty.
Most recent work is shown first.
These are miscellaneous sketches done alongside other project or just for fun. I find it helpful to prototype any big idea with pencil and paper or at least in 2D before delving into the nitty-gritty.
Most recent work is shown first.
The Great British Baking Show Game
The Great British Baking Show Game
Aug. 2019 - Oct. 2019
The Great British Baking Game is a tabletop card game concept inspired by the show of the same name. These card designs were a developed alongside a short game description. The game would involve creating dessert dishes and baked goods using food cards.
The game mimic the mechanics of the show. Each turn a player is assigned as a "judge," while the others are bakers. Challenge cards introduce constraints and, such as only allowing certain ingredients. To win, bakers must successfully pitch a recipe that includes their chosen ingredients and meets the challenge.
My Role
I created and printed the card prototypes, as well as helped develop the game rules.
Tools
The Great British Baking Game is a tabletop card game concept inspired by the show of the same name. These card designs were a developed alongside a short game description. The game would involve creating dessert dishes and baked goods using food cards.
The game mimic the mechanics of the show. Each turn a player is assigned as a "judge," while the others are bakers. Challenge cards introduce constraints and, such as only allowing certain ingredients. To win, bakers must successfully pitch a recipe that includes their chosen ingredients and meets the challenge.
My Role
I created and printed the card prototypes, as well as helped develop the game rules.
Tools
Idris Elba Head
Aug. 2018 - Oct. 2018
This head sculpt of actor Idris Elba was created during my process of learning ZBrush.
Tools
This head sculpt of actor Idris Elba was created during my process of learning ZBrush.
Tools
Monologue Animation
Monologue Animation
Jan. 2019 - Feb. 2019
This monologue animation was created as a 2D animation final project. The audio was taken from the movie The Love Guru staring Mike Myers. All work was completed in Adobe Animate (formerly Flash), with the layout and character turnaround created in Photoshop.
Though IMDB would have you think otherwise, I thought this movie was pretty funny as a kid. Taken out of context, I gave some visual cues to help the viewer understand the joke.
Tools
This monologue animation was created as a 2D animation final project. The audio was taken from the movie The Love Guru staring Mike Myers. All work was completed in Adobe Animate (formerly Flash), with the layout and character turnaround created in Photoshop.
Though IMDB would have you think otherwise, I thought this movie was pretty funny as a kid. Taken out of context, I gave some visual cues to help the viewer understand the joke.
Tools
Hank & Hamlet
Jan. 2019 - Feb. 2019
Hank & Hamlet are two characters I created to explore 2-legged and 4-legged walk animations in 2D.
Tools
Hank & Hamlet are two characters I created to explore 2-legged and 4-legged walk animations in 2D.
Tools
theLab
Aug. 2019 - Oct. 2019
theLab is an interactive animation created in the node-based program Max from Cycling 74. It is an executable program that runs with Max in the background, allowing a user to interact with the screen using a mouse. When certain items are clicked, an animation and audio clip are played.
I used my school's media lab for the background, and used myself as reference for some of the animations.
The program was created in Max, while the animations were created in Adobe Animate. Sound creation and editing was done in Reaper.
Tools
theLab is an interactive animation created in the node-based program Max from Cycling 74. It is an executable program that runs with Max in the background, allowing a user to interact with the screen using a mouse. When certain items are clicked, an animation and audio clip are played.
I used my school's media lab for the background, and used myself as reference for some of the animations.
The program was created in Max, while the animations were created in Adobe Animate. Sound creation and editing was done in Reaper.
Tools
The Puzzle
Aug. 2019 - Oct. 2019
The Puzzle is an interactive puzzle and animation experience. It took inspiration from my interest in consciousness, philosophy of mind, and (believe it or not) puzzles. It was created using Cycling 74's visual coding program Max, along with the Makey-Makey invention kit. This project combined physical prop interaction with a 2D animation that progressed through different stages as the puzzle was completed.
Using the Makey-Makey to pass inputs into the computer, I created the program in Max. I used it to step through a pre-rendered animation that I created in Adobe Animate. Finally, I used Reaper for sound and music creation.
What's a Makey-Makey?
Tools
The Puzzle is an interactive puzzle and animation experience. It took inspiration from my interest in consciousness, philosophy of mind, and (believe it or not) puzzles. It was created using Cycling 74's visual coding program Max, along with the Makey-Makey invention kit. This project combined physical prop interaction with a 2D animation that progressed through different stages as the puzzle was completed.
Using the Makey-Makey to pass inputs into the computer, I created the program in Max. I used it to step through a pre-rendered animation that I created in Adobe Animate. Finally, I used Reaper for sound and music creation.
What's a Makey-Makey?
Tools
The Fox
Jan. 2019 - Feb. 2019
The Fox is a short 2D animation created in Adobe Animate. Sound and background were provided, and I had to figure out how I wanted my character to move through the scene.
Tools
The Fox is a short 2D animation created in Adobe Animate. Sound and background were provided, and I had to figure out how I wanted my character to move through the scene.
Tools
Cat & Mouse: Royal Rumble
Cat & Mouse: Royal Rumble
Oct. 2019 - Dec. 2019
Cat & Mouse: Royal Rumble is a game prototype created in Unity. This project was focused on using an existing IP (intellectual property) to create a game concept. In this case the IP was a story book called The Royal Mouse by Loretta Krupinski. This children's story involves a troupe of castle-dwelling mice defending themselves against cats that the Queen has sent to find them.
My game prototype was modelled after Super Smash Bros. and other fighting games. For this prototype I created basic a environment, a modular asset kit, props, a hero asset, and a rig for a controllable character.
Environment assets were modelled in Maya. Props including the hero sword were modelled in 3DS Max. Texturing was done in Photoshop and Substance Painter.
Tools
Cat & Mouse: Royal Rumble is a game prototype created in Unity. This project was focused on using an existing IP (intellectual property) to create a game concept. In this case the IP was a story book called The Royal Mouse by Loretta Krupinski. This children's story involves a troupe of castle-dwelling mice defending themselves against cats that the Queen has sent to find them.
My game prototype was modelled after Super Smash Bros. and other fighting games. For this prototype I created basic a environment, a modular asset kit, props, a hero asset, and a rig for a controllable character.
Environment assets were modelled in Maya. Props including the hero sword were modelled in 3DS Max. Texturing was done in Photoshop and Substance Painter.
Tools
Horse Rig
Jun. 2020
This is a horse rig I created with a model found on Gumroad.com. I used this rig to spawn particles in my Birthday Fireworks project.
Tools
This is a horse rig I created with a model found on Gumroad.com. I used this rig to spawn particles in my Birthday Fireworks project.
Tools
Birthday Fireworks
Jun. 2020
I created this birthday fireworks effect over the course of 2 weeks for my sister's birthday. I predominantly used UE4's Niagara particle system, as well as Maya to create the horse rig and animation. Sound was edited in Reaper.
Tools
I created this birthday fireworks effect over the course of 2 weeks for my sister's birthday. I predominantly used UE4's Niagara particle system, as well as Maya to create the horse rig and animation. Sound was edited in Reaper.
Tools
Jack of Altona Meadows
Jack of Altona Meadows
Jul. 2018 - Aug. 2018
Jack of Altona Meadows is a graphic design piece I created for my friend, musician, and jack of all trades Captain Brando!.
Music You Say?
I had a number of goals for this project that, put together, made it quite challenging to create: First, I wanted to mimic the detail found in standard face cards. Second, I wanted to incorporate as many details relevant to my friend's life and interests. Finally, I wanted the design to be radially symmetric (symmetric around the center).
The design was largely influenced by my friend's musical talent. I incorporated instruments he could play including guitar, drums, and piano/keyboard. There red and black triangular pattern is divided by tiny drumsticks. A short-lived record label known as the Reading Room inspired the coffee cup and series of opening books.
Altona Meadows refers to my friend's former alias, as well as the town in Australia where he grew up. A landmark of the town is a large sculpture of a flower by artist Jonathan Leahey. You can see my representation of this sculpture in the jack's hand.
This project was created entirely using the GNU Image Manipulation Program (GIMP) and Inkscape, both of which are free, open source alternatives to Adobe Photoshop and Illustrator respectively.
Tools
Jack of Altona Meadows is a graphic design piece I created for my friend, musician, and jack of all trades Captain Brando!.
Music You Say?
I had a number of goals for this project that, put together, made it quite challenging to create: First, I wanted to mimic the detail found in standard face cards. Second, I wanted to incorporate as many details relevant to my friend's life and interests. Finally, I wanted the design to be radially symmetric (symmetric around the center).
The design was largely influenced by my friend's musical talent. I incorporated instruments he could play including guitar, drums, and piano/keyboard. There red and black triangular pattern is divided by tiny drumsticks. A short-lived record label known as the Reading Room inspired the coffee cup and series of opening books.
Altona Meadows refers to my friend's former alias, as well as the town in Australia where he grew up. A landmark of the town is a large sculpture of a flower by artist Jonathan Leahey. You can see my representation of this sculpture in the jack's hand.
This project was created entirely using the GNU Image Manipulation Program (GIMP) and Inkscape, both of which are free, open source alternatives to Adobe Photoshop and Illustrator respectively.
Tools
Butterfly Burst
Sep. 2020 - Oct. 2020
Butterfly burst is a visual effect created with Niagara in Unreal Engine 4 as part of my daily practice sessions.
A friend challenged me to create an effect involving butterflies, and I wanted to experiment with particle vertex animation.
In UE version 4.25, meshes spawned as particles cannot have a skeleton, and therefore cannot be animated in the normal way. The way around this is an old but clever method called vertex animation. Vertices are keyed and transform information is stored in textures. Using an appropriate material, the texture will move the mesh as if it was animated with a skeleton.
Luckily, UE4 provides scripts for converting skeletal animation in vertex animation textures, but only for 3DS Max. Thus after finding a good butterfly model, I rigged and animated it in Maya, exported into 3DS Max, and converted the animation into texture data. In the process I uncovered a UE4 material bug, which was passed on to Senior Technical Artist Jon Lindquist.
Tools
Butterfly burst is a visual effect created with Niagara in Unreal Engine 4 as part of my daily practice sessions.
A friend challenged me to create an effect involving butterflies, and I wanted to experiment with particle vertex animation.
In UE version 4.25, meshes spawned as particles cannot have a skeleton, and therefore cannot be animated in the normal way. The way around this is an old but clever method called vertex animation. Vertices are keyed and transform information is stored in textures. Using an appropriate material, the texture will move the mesh as if it was animated with a skeleton.
Luckily, UE4 provides scripts for converting skeletal animation in vertex animation textures, but only for 3DS Max. Thus after finding a good butterfly model, I rigged and animated it in Maya, exported into 3DS Max, and converted the animation into texture data. In the process I uncovered a UE4 material bug, which was passed on to Senior Technical Artist Jon Lindquist.
Tools
Stargazer
Oct. 2020 - Nov. 2020
Stargazer is a short film created as a gift and part of my daily practice. It was focused on using UE4's new hair and groom features.
This project started as an informal video call with the eventual recipient. I got answers to specific questions including their favorite animal, and favorite color. I also heard a previously unheard story about a UFO sighting in a church parking lot.
These were the foundational details for Stargazer. After a quick layout sketch to get my ideas straight, I began production with a free bear rig from CGTrader.com. After making it usable, I textured it in Substance Painter. I then spent the majority of the project creating the fur in Maya's XGen hair and fur system. After animating the bear, I created particle effects to spawn flowers at each footstep.
The church and background were acquired on CGTrader.com and the Unreal Marketplace respectively.
Tools
Stargazer is a short film created as a gift and part of my daily practice. It was focused on using UE4's new hair and groom features.
This project started as an informal video call with the eventual recipient. I got answers to specific questions including their favorite animal, and favorite color. I also heard a previously unheard story about a UFO sighting in a church parking lot.
These were the foundational details for Stargazer. After a quick layout sketch to get my ideas straight, I began production with a free bear rig from CGTrader.com. After making it usable, I textured it in Substance Painter. I then spent the majority of the project creating the fur in Maya's XGen hair and fur system. After animating the bear, I created particle effects to spawn flowers at each footstep.
The church and background were acquired on CGTrader.com and the Unreal Marketplace respectively.
Tools
Seasons
Nov. 2020 - Feb. 2021
Seasons is a project created as a gift for a close friend and as part of my daily practice. The results include 7 different renders for use as phone backgrounds.
Seasons started with an informal interview where I got my friend to steer me in the right direction. I sketched out some rough ideas, deciding to use a row house façade partly covered in ivy. My friend also loves making puzzles, so I knew I wanted to incorporate that somehow.
My original plan was to find a 3D model of a building and work around that, but I quickly realized that the look I was going for was too specific to use a generic asset.
Thus I spent the majority of production modeling and texturing the building. I used foliage assets and a couple surfaces from the Quixel Megascans library. After establishing good lighting, I created 4 variations of the ivy material, and used it to render the scene in 4 different "seasons."
I color-graded each image in GIMP, and used a previously unknown tool called Filter Forge to create a jigsaw puzzle overlay.
Tools
Seasons is a project created as a gift for a close friend and as part of my daily practice. The results include 7 different renders for use as phone backgrounds.
Seasons started with an informal interview where I got my friend to steer me in the right direction. I sketched out some rough ideas, deciding to use a row house façade partly covered in ivy. My friend also loves making puzzles, so I knew I wanted to incorporate that somehow.
My original plan was to find a 3D model of a building and work around that, but I quickly realized that the look I was going for was too specific to use a generic asset.
Thus I spent the majority of production modeling and texturing the building. I used foliage assets and a couple surfaces from the Quixel Megascans library. After establishing good lighting, I created 4 variations of the ivy material, and used it to render the scene in 4 different "seasons."
I color-graded each image in GIMP, and used a previously unknown tool called Filter Forge to create a jigsaw puzzle overlay.
Tools
Worcester Polytechnic Institute
Worcester Polytechnic Institute
Aug. 2016 - May 2020
I attended Worcester Polytechnic Institute (WPI) in Worcester, Massachusetts as an undergraduate from 2016-2020. Over this time I earned my bachelor of arts degree in interactive media and game development (IMGD) with a concentration in technical art, and a minor in computer science.
WPI has a projected-based curriculum which means that all undergraduates must complete a Major Qualifying Project (MQP) in order to graduate. The Call of Karen fulfilled this requirement, and continued development brought it release on Steam.
Degree
BA in Interactive Media and Game Development
Minor in Computer Science
Courses
- Technical Art
- Rigging
- 2D Animation
- 3D Animation
- Character Modeling
- Environmental Modeling
- Digital Sculpting
- 3D Modeling
- Game Design
- Artistic Game Development
- Motion Capture
I attended Worcester Polytechnic Institute (WPI) in Worcester, Massachusetts as an undergraduate from 2016-2020. Over this time I earned my bachelor of arts degree in interactive media and game development (IMGD) with a concentration in technical art, and a minor in computer science.
WPI has a projected-based curriculum which means that all undergraduates must complete a Major Qualifying Project (MQP) in order to graduate. The Call of Karen fulfilled this requirement, and continued development brought it release on Steam.
Degree
BA in Interactive Media and Game Development
Minor in Computer Science
Courses
- Technical Art
- Rigging
- 2D Animation
- 3D Animation
- Character Modeling
- Environmental Modeling
- Digital Sculpting
- 3D Modeling
- Game Design
- Artistic Game Development
- Motion Capture

Tom Tawadros
Tech Artist & 3D Generalist
Work
The Call of Karen
PC Game
Bulkhead
PC Game
New Guy
Animated Short Film
Apartment
Environment Modeling
GDC '18 Narrative Review
Narrative Analysis
Tenei Walker
Character Model
Sketches
2D Drawing
The Great Brittish Baking Game
Tabletop Prop Design
Idris Elba Bust
3D Sculpt
Monologue Animation
2D Animation
Hank & Hamlet
2D Animation
theLab
Interactive Animation
The Puzzle
Interactive Puzzle
The Fox
2D Short Film
Cat & Mouse: Royal Rumble
Game Prototype
Horse Rig
Character Rig
Birthday Fireworks
UE4 VFX
Jack of Altona Meadows
Graphic Design
Butterfly Burst
UE4 VFX
Stargazer
UE4 Short Film
Seasons
UE4 Scene
The Call of Karen
PC Game
Bulkhead
PC Game
New Guy
Animated Short Film
Apartment
Environment Modeling
Tenei Walker
Character Model
Idris Elba Bust
3D Sculpt
Cat & Mouse: Royal Rumble
Game Prototype
Horse Rig
Character Rig
Birthday Fireworks
UE4 VFX
Butterfly Burst
UE4 VFX
Stargazer
UE4 Short Film
Seasons
UE4 Scene
GDC '18 Narrative Review
Narrative Analysis
Sketches
2D Drawing
The Great Brittish Baking Game
Tabletop Prop Design
Monologue Animation
2D Animation
Hank & Hamlet
2D Animation
theLab
Interactive Animation
The Puzzle
Interactive Puzzle
The Fox
2D Short Film
Jack of Altona Meadows
Graphic Design
Education
Worcester Polytechnic Institute
Resume
About
Hi I'm Tom, and my hair is shorter now...
but my passion for interactive media is as strong as ever. I've been playing video games for as long as I can remember. So, naturally, when it came time to pick a college major I chose chemical engineering. One summer and one epiphany later I started my education in game development and haven't looked back since.
I have a wide range of interests and technical skills from audio editing to graphic design to lighting and rendering in 3D. Likewise, I love working on independent projects where I get to wear lots of different hats, but I especially like working on VFX, lighting, and pipeline optimization. I'm a very detail oriented person, and like taking time to understand how things work behind the scenes.
When I'm not playing guitar or exercising, I like to sit and ponder the intricacies of SideFX Houdini licensing options.
Hi I'm Tom, and my hair is shorter now...
but my passion for interactive media is as strong as ever. I've been playing video games for as long as I can remember. So, naturally, when it came time to pick a college major I chose chemical engineering. One summer and one epiphany later I started my education in game development and haven't looked back since.
I have a wide range of interests and technical skills from audio editing to graphic design to lighting and rendering in 3D. Likewise, I love working on independent projects where I get to wear lots of different hats, but I especially like working on VFX, lighting, and pipeline optimization. I'm a very detail oriented person, and like taking time to understand how things work behind the scenes.
When I'm not playing guitar or exercising, I like to sit and ponder the intricacies of SideFX Houdini licensing options.