Steve fell in love with computer animation in the Dark Ages, in more ways than one. He dropped out of a Ph.D. program in ancient history to start rendering 3D scenes on the Brown University mainframe. Steve went pro in the early '90s, doing animations for a variety of commercial and television projects. His first game job was building mechs and environments for FASA's MechCommander in 1995.
In the subsequent two and half decades, Steve has worked on some of the most well-known titles in the industry. He worked as an artist and animator on Half-Life, Team Fortress Classic, Team Fortress 2 and Counter-Strike. He's been a technical artist or technical art manager for the last two decades, contributing to the Granny animation system, the SOCOM series and the Halo franchise. Steve was one of the cofounders of Undead Labs, where he was Technical Art Director for State of Decay 1 and 2. He's currently a Senior Technical Art Manager at Unity.
Steve wrote the Pixel Pusher art column for Game Developer magazine from 2003 until the magazine ceased publishing in 2013. He's one of the authors on Production Pipeline Fundamentals for Film and Games from Focal Press. He's also on the board of the Technical Artists Forum, the group which runs the Tech-artist.org website.
Presenting: