Star Trek Online – Console Launch

PC / PS4 / Xbox One

Role: Studio Art Director (Cyptic Studios)

2016 was an incredible year for Cryptic Studios and Star Trek Online. For the first time ever, console audiences were able to take part in the largest and longest running Star Trek MMO.

Bringing Star Trek Online to the PS4 and Xbox One was a herculean effort, given the massive amount of live content, systems, UI and technical constraints of a bespoke MMO and engine initially designed for PC only.

Audience response was overwhelmingly positive, and the consoles went on to become a popular and highly profitable part of Star Trek Online’s business that continues to this day.

Neverwinter – Console Launch

PC / PS4 / Xbox One

Role: Studio Art Director (Cryptic Studios)

In July of 2016, Neverwinter was released on PS4. Following it’s earlier debut on Xbox one in 2015, Neverwinter’s success on console marked the beginning of new era of multi-platform development for Cryptic, widening the studio’s audience and market.

The effort to make Cryptic’s bespoke MMO engine, technology and games console friendly began slightly before my return to the studio in 2016, but having recently completed similar efforts to bring Diablo III to consoles at Blizzard Entertainment, I was able to assist in the final stages of console development, marketing and launch for both Neverwinter and Star Trek Online.

Diablo III Reaper of Souls

PC + Mac / PS3 + PS4 / Xbox One + Xbox 360 / Nintendo Switch

Role: Senior Art Department Manager (Blizzard Entertainment)

Managed and lead the art team responsible for Diablo III Reaper of Souls at Blizzard Entertainment.

Diablo III had a rocky launch in 2012, but clawed its way back into the hearts of fans with the release of Reaper of Souls in 2014.

This release marked a triumph for the art team as the group solidified a darker tone and style, stronger processes and better collaboration with design, production and within disciplines. With the additon of PS4 and Xbox One, the fidelity of art and capabilities of the proprietary engine were expanded.

From an art management perspective, this project was daunting, but incredibly rewarding. The makeup of the team rapidly changed from top to bottom in the months after Diablo III’s launch. My challenges included further galvanizing the art leadership team, backfilling departures, building a larger art team overall and finding ways to build art faster, smarter and more efficiently in order to bring a massive amount of content out on a challengingly ambitious timeline.