ENTERPRISE ART DIRECTION · CREATIVE OPERATIONS · VISUAL STRATEGY
Selected work demonstrating art direction, creative leadership, product visualization, global team management, and visual communication across technology, R&D, product, and enterprise environments.
MICROSOFT · AI / AR / VR / HOLOLENS
Microsoft · Xbox / Cognition R&D , Studio C, West Campus, Redmond, WA, USA.
Directed visual development across AI, HoloLens, AR/VR and emerging technology initiatives. Managed external creative partners, established visual direction, created concept presentations, environments, storyboards and paint-overs, and communicated requirements directly with distributed teams.
Focus: Art Direction · R&D Visualization · AI · AR/VR · Vendor Management · Executive Communication
MICROSOFT · MILITARY VR / HOLOLENS
Microsoft, Studio C, West Campus, Redmond, WA, USA.
Microsoft · U.S. Army / Pentagon Initiative
Developed visual concepts and presentation materials supporting Microsoft's HoloLens-based military technology proposals. The work contributed to proposals that resulted in major U.S. Army contracts.
Focus: Product Visualization · Technical Communication · R&D · Executive Presentation · Visual Strategy




MICROSOFT · WINDOWS AI & UX
Microsoft, Studio C, West Campus, Redmond, WA, USA.
Microsoft · Windows AI / UX · Redmond, WA
Managed visual design strategy across Windows products, translating complex technical and product requirements into clear visual systems and executive presentations.
Focus: UX · Product Visualization · Design Strategy · Visual Communication · Cross-Functional Collaboration




DEVELOPMENT & EXPERIENCE VISUALIZATION
Vancouver BC., Las Vagas, NV.
Environmental Visualization · Development Marketing · Architectural Visualization
Created high-impact marketing imagery and visual concepts for real estate developments, golf destinations, surf centers, special events, hospitality experiences and experiential venues.
Developed visual presentations that communicated the scale, character, amenities and commercial potential of proposed developments, combining aerial photography, environmental design, architectural elements, landscape planning and digitally constructed environments.
Projects included golf destination visualization, surf-center concepts, event environments, “Dinner in the Sky” experiences and building-development marketing imagery.
Focus: Art Direction · Environmental Visualization · Real Estate Marketing · Development Visualization · Architectural Visualization · Aerial Compositing · Experiential Design · Golf & Hospitality · Event Visualization · Master Planning · Marketing Presentations · Concept Development




AR PRODUCT EXPERIENCE & VISUAL DEVELOPMENT
Jack Daniel Distillery, Lynchburg, Tennessee. USA.
Developed concepts and visual assets for an Augmented Reality product experience that connected the physical Jack Daniel’s Tennessee Whiskey bottle with an interactive digital environment.
The experience allowed users to scan a Jack Daniel’s bottle with a mobile device and access three interactive experiences: a virtual distillery tour, an interactive visualization of the whiskey-making process, and an experience centered around Jack Daniel himself.
Contributed visual development and texture creation supporting the AR experience, helping translate a physical consumer product into an engaging digital interface and immersive brand experience.
The application generated more than 30,000 downloads within its first two weeks, demonstrating strong early consumer adoption.
Focus: Augmented Reality · Visual Development · Product Experience · Digital Content · Texture Creation · Interactive Design · UX · Experiential Marketing · Mobile Technology · Brand Visualization




GLOBAL ART OPERATIONS
Microsoft / Virtuos · China
Built and directed an international art outsourcing framework, establishing communication, quality-control and delivery processes for an external production partner.
Focus: Vendor Management · Global Teams · Quality Control · Process Development · Production Planning




CREATIVE PRODUCT OPERATIONS & ART DIRECTION
Kickstart Entertaiment for Mattel, Vancouver, BC, Canada.
Led end-to-end creative delivery from brief through final output. Managed artists, vendors, schedules, technical issues, quality control, client communication and production planning while balancing cost, capacity and delivery requirements.
Focus: Art Management · Creative Operations · Budget Control · Team Leadership · Vendor Management · Quality
MULTI-STUDIO ART MANAGEMENT
Thunderbird Entertainment, Vancouver, BC, Canada.
Teams in Vancouver / Ottawa / Shanghai and Chengdu China
Managed large multidisciplinary teams across multiple locations while directing external studios in China. Established communication, quality and delivery expectations across geographic and organizational boundaries.
Focus: Global Operations · Team Leadership · Outsourcing · Capacity Planning · Quality Management
ART DEPARTMENT LEADERSHIP
Wildbrain Art Department Leadership Vancouver, BC
Led art departments while managing staffing, scheduling, performance, production reporting, quality control and external stakeholder relationships.
Focus: Department Leadership · Talent Management · Production Planning · Quality Control · Stakeholder Management
CREATIVE TEAM DEVELOPMENT
Nerd Corps Art Department Leadership Vancouver, BC
Managed artist teams and developed visual standards, style guides and onboarding frameworks designed to support consistent execution and scalable team development.
Focus: Team Development · Art Direction · Training · Standards · Organizational Scaling
ART MANAGEMENT · GLOBAL CREATIVE OPERATIONS · PRODUCT VISUALIZATION · EXECUTIVE PRESENTATIONS · DIALOGUE WRITING · VOICE PERFORMANCE · LAW-ENFORCEMENT CONSULTING
NEED FOR SPEED: UNDERGROUND / UNDERGROUND 2 / MOST WANTED
Electronic Arts / Black Box, Vancouver, BC, Canada.
Made a major impact on the franchise’s visual development and production operations by managing internal and external art resources across Canada, USA and India, while contributing to titles including Need for Speed: Underground, Need for Speed: Underground 2, Need for Speed: Underground Rivals and Need for Speed: Most Wanted. Directed outsourced production and delivered product concepts, vehicle graphics, environments, UI assets, and executive-level marketing and financing presentations.
Applied previous RCMP law-enforcement experience as a subject-matter consultant for police procedures, hazardous pursuits, dialogue, communications and physical takedown techniques. Wrote much of the police radio dialogue for Need for Speed: Most Wanted, incorporating authentic codes, call signs, terminology and officer reactions.
Dave also stepped into the recording booth, voicing a number of the police officers heard during the game's pursuit radio chatter. His involvement extended into physical performance as well, recording demonstrations of police takedown techniques and contributing motion-capture and foley work used in the game.
Produced an experiential Need for Speed: Most Wanted campaign presentation for EA leadership that combined live-action role-play, audience interaction, and personalized fictional case dossiers. Appearing in an RCMP uniform, served simulated warrants to executives and presented individually tailored dossiers containing fictional criminal records, scenarios, and witness accounts inspired by real-world law-enforcement incidents. The presentation made a significant impression on EA’s worldwide leadership, with one executive initially believing the fictional dossier was authentic, and contributed to securing a record financing budget for Most Wanted.
The Need for Speed titles to which these contributions were made generated more than $2 billion in revenue, reflecting the scale and commercial reach of the franchise.
Focus: Art Direction · Art Management · Global Operations · Vendor Management · Product Visualization · Executive Presentations · Cross-Functional Collaboration · Creative Problem Solving




VISUAL COMMUNICATION & PRESENTATION DESIGN
Sony, Redmond, WA, USA.
Art Direction • Information Design • Storyboarding • Visual Systems
Developed visual communication systems to help multidisciplinary teams understand complex sequences, environments, interactions, and technical requirements.
The work included:
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Storyboards
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Visual specifications
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Process diagrams
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Presentation graphics
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Visual references
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Concept development
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Directional documentation
The focus was clarity—providing teams with a visual language that reduced ambiguity and made complex ideas easier to communicate and execute.
VISUAL STRATEGY, CONCEPT DEVELOPMENT & CREATIVE DIRECTION
Relic Entertainment · Vancouver, BC
Developed visual concepts, storyboards, environments, characters and visual-development materials supporting complex product and narrative requirements for Company of Heroes 2.
Worked across creative disciplines to translate high-level creative objectives into clear visual direction, establishing style, color, lighting, composition and visual continuity across production.
Created cinematic storyboards and presentation materials to communicate sequences, environments and character concepts to internal stakeholders and production teams.
Contributed to the development of visual standards and creative solutions while collaborating with artists, designers and production leadership to maintain quality, consistency and delivery objectives.
Focus:
Art Direction · Visual Strategy · Concept Development · Storyboarding · Visual Communication · Environment Design · Character Development · Color & Lighting · Creative Collaboration · Presentation Development · Quality Control
MOBILE PRODUCT DESIGN & UX
Gamehouse / Real Networks, Victoria, BC, Canada / Seattle, WA, USA.
Product Visualization • UX • Interface Design • User Communication
Designed visual systems and interface concepts that help users understand and interact with complex digital products.
Work has included interface exploration, visual hierarchy, interaction concepts, presentation design, user-flow visualization, and product communication.
The emphasis is on making complex technology understandable through disciplined visual design.
VISUAL DEVELOPMENT & PRODUCT DESIGN
Next Level Games · Vancouver, BC | Nintendo
Developed visual concepts and product-development materials supporting Mario Strikers: Charged, translating high-level creative requirements into clear visual solutions for characters, environments, gameplay spaces and presentation materials.
Created environment and character concepts, storyboards, destruction boards, FX concepts, color and mood studies, lighting direction and visual-development assets to establish the look and functionality of production elements.
Worked collaboratively with creative and production teams to explore visual solutions, communicate design intent and maintain consistency across multiple aspects of the product.
The project was well received commercially, generating more than $150 million in revenue.
Focus: Art Direction · Visual Development · Product Design · Concept Development · Environmental Design · Character Design · Storyboarding · Visual Communication · Color & Lighting · FX Development · Cross-Functional Collaboration
GRAPHIC DESIGN & VISUAL DEVELOPMENT
Various Companies, Vancouver, BC, Canada, Los Angeles, CA, USA.
Brand Communication • Graphic Design • Presentation Design • Visual Systems
A collection of graphic design, visual development, and communication projects created for organizations across technology, consumer products, publishing, and corporate environments.
Projects include:
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Corporate presentation graphics
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Brand development
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Product visualization
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Marketing materials
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Editorial graphics
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Illustration
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Environmental graphics
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Visual identity exploration
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Infographics and diagrams




























































































































































