So much news. Life changing news :)

As of last week I no longer work at Treyarch. After nearly three years I left in order to pursue my own goals and a more fulfilling life. It came at no surprise realizing just how much of my time and energy was being put into other ideas. For a person as self driven, with plenty of my own ideas there's no reason I couldn't restructure my time in a more balanced way. I will be continuing working professionally as a freelance concept artist for other studios, but with the advantages needed to pursue my plan. So what's the updated plan? It's pretty in depth as that's how I plan, so I'll give you the key objectives. Get back into doing freelance concept art and build my game studio.

There's not much to say about freelance except that I'm doing a portfolio push to get some extra traction, also my portfolio is already a year outdated. I mean that Infinite Warfare work is over 3 years old and it's supporting this whole thing. So yeah I'm pushing out new work every week starting this week with the first image of this post. Thank the concept art gods I can get these things done quickly and confidently these days.

Lets talk about my game studio. As of last week I started planning out and building my first game. Feels good to say that. I'm not ready to announce specifics quite yet, but in a month or two I will. I want to make a strong first impression so expect something special. After putting together some ideas, the game I'm moving forward with is very possible for me to build and I'm bursting at the seams to share it. Soon! :)


Well that sums everything up. Alright, take a deep breath... now get your ass to work.


Aiming System studies. Built from scratch without reference.
I've been pushing myself extra hard this past year to learn how to build a video game. This last year was about learning programming and animation mostly. I keep telling myself the hard part is almost over, as if the difficulty ends before a game is finished. haha. Something always goes wrong... always. I think I could sum up the last year with a lot of my life as "Close but no cigar". I wonder where that expression comes from? Anyways between what seemed like close calls getting dream jobs between two of my favorite studios, and wanting to get my own projects up and running, and most of my personal life it's been so much failure.

Health system studies, also built without reference.
Yeah I'm smarter and better than I was before but the frustrating part is knowing you have so much farther to go and not knowing that distance. Learning programming without any real training is such a bitch. It's like trying to learn Japanese in your English speaking hometown. Moral of the story do multiple hard backups of everything you do in UE4, the program is not bullet proof. Just the thought of how many simple lessons like this I have yet to learn is so daunting. Programming is so deliberate, there's not a lot of room for experimenting at the foundational level.

Here's to 2018, the year I finally get my shit together!


I'm not a New Years resolution person. What a lot of people do once a year is part of my life on a monthly to weekly... even daily basis. I'm already hyper focused on future resolutions on the regular.

So what is the New Year for me you didn't ask? It's more about reflecting on the last year. Asking the tough question, "Did I meet my own expectation last year? Was I the person, the machine, the energy I expect myself to be?" New Years becomes more about creating fuel for combustion, rather than combustion itself. It becomes more about finding incentive to achieve goals, rather than making them; because you know damn well you should have been working on this goal way before New Years.

So let's say this idea sparks you but you don't know where to start. "Mike please have mercy, I wanna get shit done this year but the world is so big, and there's lootboxes out there, and how could anybody not like the office, let alone tell me they did when they actually didn't?" I know *exactly* what you mean, which is why I've got your resolutions all figured out this year!


RESOLUTION 1A. Be honest with yourself. Easier said than done I know. For some it's hard to admit to themselves when they screw up, for others it's hard to admit when they're kicking ass, and some struggle to notice the middle ground in between. Just look at it for what it is so you can approach your resolutions efficiently.

RESOLUTION 1B. Life spoiler alert! You're going to die. Hopefully not anytime soon, but whether you like it or not you have X amount of time to live. Sorry if this is your first time hearing about this. This whole process hinges on steps 1A-B, so take them super cereal ok.

RESOLUTION 2. Make some goals that are really easy for you to get excited about and think how they will improve your life! Make goals that benefit you in the short or long term. Don't be afraid to get crazy with it, because you can't get resolution 1B out of your head now.

RESOLUTION 3. Make a plan. Getting anywhere fast requires perfect directions, just like the fastest way to any goal requires a plan. That's not to say your GPS won't send you to JCPenny instead of Chuck E Cheese, but take a deep breath and if your plan isn't getting you to your goals, reroute again and again until you reach your destination. It's as easy as going from point A to point B.

RESOLUTION 4. Make it a habit to work on your goals even if you don't want to, even if its a minute a day, hell even a few seconds. You NEED to do at least a few seconds a day! In that moment just trust in the habit, if this is something you actually care about the habit will consume you eventually.

RESOLUTION 5. Go unadulterated ******* beast mode! It's probably going to hurt and you might even question if it's worth it at times, but you haven't forgotten about Resolution 2 and the universe's gift to planet Earth, Resolution 1B. Work your ass off and never give up, but if you start to waiver for any reason go back to resolution 4 until you're ready to play with the big boys again ;)

Happy New Year everyone! I love you guys!


Time for a blog update! Almost a year since the last update... to be fair I started about 5 posts that are sitting as drafts. Who knows, maybe this will become another draft. *long sigh*


Let's start with the website. Updated! Tons of new work (we'll talk more about this later), a store page WHAT?!?!, restructured site layout, new banner, removing old work, consistent concept sheet layouts, sweeeet little link icons above, and the 3d modeling page still sits as a WIP. All in all not bad progress over a year-ish.

So "Mike, why are you doing this? if you're working 8 hours a day at Treyarch and then doing this much personal work, you're basically working two jobs?". Yep basically. I don't totally enjoy working so much, life gets unbalanced pretty quick, but I sleep well at night because I'm always tired. I can't talk about all the reasons I'm doing this just yet but we'll touch on it. So at my current job we don't get to post any work we do, and I've done hundreds of concepts there over the last couple years. There came a point in December when I started feeling irrelevant in the industry, becoming one of those artists nobody knows about. I watched as some of my other friends work was bringing them better gigs and building their reputation in the industry. Most of them have the advantage of being able to post their work. So that's the core of why I'm doing so much work. I won't be at Treyarch forever and I need to make sure that I have a well known reputation to fall back on. So 2014 portfolio is out the door and 2017 portfolio is coming in with a vengeance. Feels good, feels safer. Hopefully in the next few months I can talk about the other reasons because I think they're very important, and have helped me mature in my profession.

I spend a lot of time studying studio management, all the aspects of game development, film, story development and structures, and building a road map to follow when the time comes to dig in. Preparation meets opportunity, as always. Some of my buddies, hell lets plug them because their super amazing, at Gadget-Bot are working on their first game. Oh my god is it inspiring. Small team with huge ideas and most importantly a solid plan. Anyways watching their game develop has really put a fire under my ass and helped me refocus my goals. I want to get one, maybe two more AAA titles under my belt where I can really be in the project's trenches. A medium sized team where I can ask more questions and observe more aspects of game design. I really wish I was younger so I could justify working on more projects from other studios, see how everyone does it. I just hope I can gather enough information to build a successful project with as few obstacles as possible, and from my own first project I can fund more projects for the rest of my life. That's really what this is all about. Honest projects that are less built by the corporate world, and more built from a pure interest in humanity. We're at the dawn of humanity driven projects and I'm doing everything I can to be there as it rises.

Let's see what else. Oh yes the "Store" page. So I love the idea of hitting a shit ton of birds with one stone (not literally), and I've been treating all my work like that. Trying to multipurpose everything so a single image can update the portfolio, build some industry cred, create a bigger fall back net, and improve my skills. Then I realized there was another bird, the tutorial bird. I'd never hit tutorial bird but I knew he'd reinforce everything I was doing. So I'm throwing rocks at him now too. I need to give a little shout out to everyone that's gone and purchased things from my store, I'm super flattered you'd trust my instruction, and I genuinely hope the information is helpful for you. Thanks so much! Making these products has also helped me grow and develop new ideas and workflows, something I didn't realize would be so impactful. The tutorials will keep coming because of this.


So what's this low poly map thing above? This is my modular grid system in action. This is version 4, yeah 3 failures at this haha. It doesn't take long to start building things and then to discover some of your math isn't lining up. I did a bunch of studies and mathematics to get this thing working the way I need it to. A GDC talk on "Fallout 4's Modular Level Design" really gave me the extra information I needed. The goal is to have a system with enough diversity and flexibility but component based so that a small team can build relatively complex environments quickly. We're getting there.

I think that covers most of the important stuff. Thanks everyone for the support and also to my Instagram followers. We're approaching 1,600 right now, and I love you guys. I'm proud to say that the people who like the work I'm doing seem like just the coolest people. Just a lot of positive energy out there.