Interface work for games in every format they ship on - console, arcade cabinets and location-based VR. Studios include Blind Squirrel on the BioShock remasters and Dreamscape Immersive on Alien Zoo. Usually hired to build the UI, and to handle what it sits on: shaders, lighting, particles and post-processing.
Founder
Reality Engine Studios · Providence, RI
Founded in 1996 as a new media development company, and still the place I do my own work.
Early on that meant photography, branding, and online presence — Coal Chamber, DevilDriver, Ill Niño, 40 Below Summer, 36 Crazyfists, Roadrunner Records, Universal Records, Reprise Records — building and hosting their sites back when a band's website was the band's storefront. I toured as a drum tech for a while, too.
These days it's games and the tools that make them: UI and real-time art contracted out to studios, my own projects in development, and the desktop software I build to keep large asset libraries under control.
Thirty years of running it has meant doing every job in the building at least once, which is most of where the generalist streak comes from.
Design & Development for 40 Below Summer
Design & Development for 36 Crazyfists
Design & Development for Ill Nino
Design & Development for Coal Chamber
Design & Development for Devildriver
Senior User Interface Developer
Dreamscape Immersive · Remote
Alien Zoo was a project I was working on for Dreamscape Immersive and Arizona State University. I joined this team as a UI Developer and iterated on the framework for the UI. I also handled certain simulations, fx, video editing, shaders, encoding.
Alien Zoo
UI Developer
X2 Games · Remote
Worked with the Bushnells on their cancelled game.
Sip City (Canceled)
Senior User Interface Artist
Blind Squirrel Games · Costa Mesa, California
UI Artist, 3D Modeling, Upres & Vectorize Textures, Texturing & Materials creation, Video Upres & Encoding.
Bioshock
Bioshock II
Game Designer
Whitemoon Dreams, Inc. · Los Angeles, California
Brought on as the Senior UI Artist, Given the opportunity to expand into level design, post processing, shader creation and lighting as well as Kismet Scripting.
WarMachine (XBOX360, PS3, PC)
Monster Eye for IGS
Unannounced Project 2 for IGS
Unannounced Project 3
Senior Tech Artist
OTOY · Los Angeles, California
I handled everything visual for OTOY.
UI Design Octane Rendering Engine
UI Design ORBX (Autodesk Project)
Website Design & Development using HTML5.
Contracted User Interface Artist
Liquid Entertainment · Remote
UI Design for an early build. This was a build for comic-con and im not even sure if my work was in the final product.
Thor: God of Thunder
User Interface Artist
Spark Unlimited · Sherman Oaks, California
UI/Shell Artist, Video Editing/Encoding, Shaders, Level Design, Concept Art
Turning Point: Fall of Liberty
Legendary: The Box
UI Designer
KUMA\ Reality Games · New York, NY
UI Elements for The Dinohunters.
Front-End Designer
New World Group · Secaucus, NJ
Front-End design for several brands. Linux administration.
Front-End design and development for real estate, dubai, a paintball movie, victoria imperioli and other random stuff
General Courses
University of Rhode Island. · Providence, Rhode Island
Sculpting, Pen & Ink
Rhode Island School of Design · Providence, Rhode Island
Frank is an amazing artist. He is very focused and dedicated on his works. Professional and always on top on any tasks. He is also very friendly and easy to work with. I support and recommend him to any companies.
Genesis Prado
Principal Environment Artist · Santa Monica Studio
Frank is a great HUD Designer that posses numerous art skills that are vital during game development production. Great to work with and a valuable asset to any team!
Rick Hernandez
Audio Director · Gravity Well
Franks technical expertise and problem-solving skills were crucial in helping us scale our platform. Hes not just a great coder, but also an excellent communicator and team player.
Brian Warrington
Game Designer · Spark Unlimited